[TileMap] per tile materials / granularity

Just jumping back in here, seems like a lot of progress!

One thing, per tile material, doesn’t look possible in the Tilemap editor. I can specify 1 material for the entire Tilemap, but the granularity doesn’t seem to extend beyond that.

This would be greatly recieved.

In platformers, often we need to program different situations by figuring out what type of tile the player is interacting with (land on wood = land on wood sound, land on spikes = remove health etc) so per tile properties like this are very important.

I understand that Batching is very fast with this new Tilemap system, but days of worrying about that are passed… I have hundreds of batches onscreen and still get 60fps+ on my current tile set up (on an 2011 iMac no less)

So maybe we could have the option? Optimising for iPhone4 & 3DS seems kind but we have much more powerful consoles now. PC has never been an issue.

TLDR can we have per tile granularity? (prefabs, scripts, own colliders, own materials etc.) at the cost of ditching unwanted single Batching?

Bump.

Bump in the end of 2019

sad bump

useless bump
Now seriously, is disappointing unity doesn’t have this basic functionality, and they turn a deaf ear on it.

+1 bump

Hello everyone, as workaround you can use SomeTile.InstancedPrefab (GameObject) and add to it Renderer with different materials. I’m investigating also can we render tiles to different submeshes, to use multiplie materials at same TilemapRenderer