Okay, correct me if I’m wrong about any of this:
A defold tilemap is only able to have one tilesource and you can’t change the source at runtime.
I only have one tilemap; it’s blank aside from defining the boundaries, and I dynamically load every level scene using tilemap.set_tile
.
So my only choice is pack every tileset asset into one tilesource to end all tilesets. or I have multiple blank maps that I switch out as needed. But then I have to carefully figure out what tiles are needed together.
I’m thinking about going the biggest tilesource of all time route. It would be easier and more flexible, especially while I don’t even know what my levels will be fully yet. And waste less time. If its a performance issue I could deal with it then.
What would the main performance issue from this be? Slow loading time of the asset?
The tilesource is already 576x1216, and I have a lot more to add to it because I bought a bundle of assets.
Is there going to be a hard max size that I run into?