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Question by unity_3nd7k7OAB9ZtCQ · Sep 22, 2020 at 03:38 PM · 2dtilemaptileisometricupdate function

What is causing this issue with Tilemap.SetTile and Update method?

In this script, I have a method which creates a tilemap tile underneath the parent GameObject Tilemap.SetTile. As the GameObject moves around the grid, the tile should move with it and delete the previous tile:

 using UnityEngine;
 using UnityEngine.Tilemaps;
 
 public class CreateObstacleTile : MonoBehaviour
 {
     public Tile obstacleTile;
     public Tilemap obstacleMap;
     private Vector3Int previous;
     private Vector3Int currentCell;
 
     private void SetObstacleTile()
     {
         currentCell = obstacleMap.WorldToCell(transform.position);
 
         if (currentCell != previous)
         {
             //set the new tile
             obstacleMap.SetTile(currentCell, obstacleTile);
             // erase previous
             obstacleMap.SetTile(previous, null);
             // save the new position for next frame
             previous = currentCell;
 
             Debug.Log(currentCell);
         }
     }
     private void LateUpdate()
     {
         SetObstacleTile();
     }
 }

It actually works... for a bit. If the GameObject moves a path 'n' cells in the grid, the script will draw 'n/2' cells every time, then stop working altogether. What's causing this issue? The GameObject movement is being handled in a different component:

 void Update()
     {
         if (Vector3.Distance(transform.position, destination) > 0.01f)
             transform.position = Vector3.MoveTowards(transform.position, destination, movementSpeed * Time.deltaTime);
     }
 }

This might help visualise what's happening: https://giphy.com/gifs/UQ0FudTww98XMbGBTL/fullscreen

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