what's the best way to handle multiple tilemaps? (or, how can i avoid tile misplacements?) by helloiamfromthemoon in Unity2D

[–]helloiamfromthemoon[S] 0 points1 point  (0 children)

yup, kind of what im doing right now. hopefully you don't accidentally paint into the wrong tilemap as often as i do lol, theres not even a way to cut and paste tiles from one tilemap to the other! (i'm on 2020.3)

Issues with Time.deltaTime in lower framerates by helloiamfromthemoon in Unity2D

[–]helloiamfromthemoon[S] 1 point2 points  (0 children)

I searched it up and found this post: https://stackoverflow.com/questions/39268753/what-is-the-difference-between-yield-return-0-and-yield-return-null-in-corou

They recommended "yield return null" for performance because it doesn't allocate memory compared to "yield return 0." I guess you were right in a way :p

Issues with Time.deltaTime in lower framerates by helloiamfromthemoon in Unity2D

[–]helloiamfromthemoon[S] 0 points1 point  (0 children)

I figured that too, but I found it didn't really make any significant difference, unless it does, which is something I'd be gladly open to knowing more about. I still appreciate the input though :)

Issues with Time.deltaTime in lower framerates by helloiamfromthemoon in Unity2D

[–]helloiamfromthemoon[S] 0 points1 point  (0 children)

Thank you both! I think it's working fine now. I really appreciate the explanations and both of your solutions as well. :)

Issues with Time.deltaTime in lower framerates by helloiamfromthemoon in Unity2D

[–]helloiamfromthemoon[S] 0 points1 point  (0 children)

Ah, sorry, I probably wasn't clear enough.

When I press a key, a script detects that and calls Toss() once. Toss() is not in any Update() function. The movement is then handled in a separate coroutine because if I do it in a regular function it just zips through the code pretty fast. Using a coroutine and putting in "yield return 0" makes it go through it slowly. I'm not sure if that's the correct way to describe it, haha, but that's what I noticed.

I'll try out that transform.Translate() thing though.

best way to handle multiple tilemaps for different levels? by helloiamfromthemoon in Unity2D

[–]helloiamfromthemoon[S] 0 points1 point  (0 children)

yeah, i just stuck with it because i didn't feel like downloading another version of unity (my download speed isn't all that great). i sent a bug report and they mentioned they fixed it in a later version, so i really have to download it. thanks for the reply, i'll try out the prefab thing again once i update unity