Tiling GameObjects w/o Overlap

Hey there,

I’ve been able to instantiate the GameObjects the way I want them to be, at least where I’d like them to be generally speaking.

What’s the best and most performant way for me to make sure these GameObjects are not overlapping?

I’m making a 2D game and I’d like to have the background tiles procedurally generate. If it’s most performant to load them all at start and just occlude/leave them disabled until the camera is close, that’s fine.

Mostly I just want to know the best way to check for overlapping and have them tiled nicely against each other.

Maybe I should change from using GameObjects to actual tiles on the TileMap grid?

Of course you should be using TileMap for creating tile maps, it’s much easier and faster to use premade components than creating everything from scratch. That’s what Unity is made for.

So then how do you prevent these tiles from overlapping when procedurally generating them?

Hi, I do not have an answer but I am a Unity newbie so trying to get my head around things. I have noticed that gameobjects just paint over each other and it does not appear very efficient. Did you figure this out?