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Question by ni2020ck · Dec 14, 2019 at 02:16 PM · 2d gametilemapmouseclickdelete

calling setTile(location, null) freezes game for half a second

I have been having the problem in-game where I want to delete a specific tile that I click on during runtime. The method I am using works, but the game will freeze for half a second every time that I click on a tile to destroy. I narrowed it down to interactWithTilemaps() which just calls setTile() for a specific tile. Am I doing something wrong? Is this a bug? Is there a more efficient method?

 using System.Collections;
 using UnityEngine;
 using UnityEngine.Tilemaps;
 using UnityEngine.UIElements;
 
 public class MouseHandler : MonoBehaviour
 {
     public Tilemap[] interactableTilemaps;
 
     public Queue deleteTiles;
 
 
     private Vector3 mouseLoc;
     private Vector3Int cellPos;
     private TileBase clickedTile;
 
     // Start is called before the first frame update
     void Start()
     {
         deleteTiles = new Queue();
     }
 
     // Update is called once per frame
     void Update()
     {
         float timeCheck = System.DateTime.Now.Millisecond;
 
 
         if (Input.GetMouseButtonDown((int)MouseButton.LeftMouse))
         {
             //Debug.Log("Input Recieved. \n Time Diff from function start: " + (System.DateTime.Now.Millisecond - timeCheck)); //stop 1
             //timeCheck = System.DateTime.Now.Millisecond;
 
             mouseLoc = Camera.main.ScreenToWorldPoint(Input.mousePosition);
 
             cellPos = interactableTilemaps[0].WorldToCell(mouseLoc); //0 because all tilemaps are at origin
 
             //Debug.Log("Calculated Mouse Position With unity Function. \n Time Diff from last comment: " + (System.DateTime.Now.Millisecond - timeCheck)); //stop 2
             //timeCheck = System.DateTime.Now.Millisecond;
 
             //Debug.Log("mouse: " + mouseLoc + " cell: " + cellPos);
 
 
             clickedTile = null;
 
             int index = 0;
 
             //for (int i = interactableTilemaps.Length - 1; i >= 0 && clickedTile == null; i--)
             //{
             clickedTile = interactableTilemaps[/*i*/0].GetTile(cellPos);
                 //index = i;
             //}
 
             //Debug.Log("Got the tile from the correct tilemap. \n Time Diff from last comment: " + (System.DateTime.Now.Millisecond - timeCheck)); //stop 3
             //timeCheck = System.DateTime.Now.Millisecond;
 
             //interactWithTilemaps() pass in cell coords
             //do attack
            
             if (clickedTile == null)
             {
                 attack();
             } else
             {
                 interactWithTilemaps(cellPos, index);
             }
 
             //Debug.Log("Tile has been deleted. \n Time Diff from last comment: " + (System.DateTime.Now.Millisecond - timeCheck) + "\n\n"); //stop 4
         }
     }
 
     /**
      *
      */
     public void attack()
     {
         Debug.Log("whack");
     }
 
 
     /**
      *
      */
     public void interactWithTilemaps(Vector3Int cellPos, int tilemapIndex)
     {
         interactableTilemaps[tilemapIndex].SetTile(cellPos, null); //This may or may not lag the crap out of the game
     }
 
 }
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avatar image ni2020ck · Dec 11, 2019 at 02:01 AM 0
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Figured out that it's because of the size of my tilemap that I want to set the tile on. Does this mean I should make a custom tilemap system?

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