Search Issue Tracker
By Design
Votes
0
Found in
2018.2.0b4
Issue ID
1040109
Regression
No
Tiles in Tilemap are missized when they are generated from Sprites with different Pixels Per Unit
How to reproduce:
1. Open the attached "1040109_repro.zip" project
2. In Project window, locate two sprite files "Sprite_1" and "Sprite_2" (in Assets/Sprites folder)
3. Make sure that they have different Pixels Per Unit
4. In Tile Palette window, create new tilemap palette
5. Drag a few elements from "Sprite_1" into the new tilemap palette
6. Drag a few elements from "Sprite_2" into the palette, so that they surround previously added elements
7. Select all elements from the Tile Palette window and add them to the Tilemap in the scene
Expected result: Tiles in the Tilemap of the Tile Palette window should be well-sized like the ones in the scene.
Actual result: In the Tile Palette window, some of the tiles are of different sizes than others and fail to fit in the grid.
Reproducible with - 2017.2.2p1, 2017.4.4f1, 2018.1.2f1, 2018.2.0b5
Notes:
- Placing already generated Tile Assets in the Tilemap Palette results in the expected behavior.
- After placing the tiles on the Scene, the issue occurs in the Tilemap of the Scene as well, if one of the sprite files gets its' Pixels Per Unit modified.
- It is not certain that the issue is reproducible on 2017.2.3f1 due to another issue (case 1010103).
- Could not be tested on 2017.1 (because Tilemap was introduced in 2017.2).
Fixed (by design):
The Tile Palette with default settings has Automatic Grid sizing set. This attempts to resize the Grid such that the first Tile will fill up the Grid Cell if possible. This results in the fact that the other Tile does not fit in a Grid set up for the first Tile.
Instead, Tile Palette can be set up with Manual Grid sizing. This can be done during the creation of a Tile Palette or selecting the Tile Palette asset, picking the Palette Settings sub-asset and selecting Manual from Cell Sizing.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Spring Joint shows only one anchor gizmo in Scene view when "Auto Configure Connected Anchor" is enabled
- Crash on _platform_memmove after entering large value in Graphics settings Preloaded Shaders field
- Disproportionally large impact on CPU frame time when writing to a rendering entity's LocalToWorld
- "Constant Force" Component numeric fields drift out of view while entering a really big value in the Inspector
- Scene view camera speed pop-up appears empty or cut off when Scene view is very narrow
Add comment