0 votes


I'm creating a couple of buildings and I figured I could use tilemaps to assemble them. Right now I am using about 5 tilemaps to create 1 building scene that I will use in the level scene of the game (which itself will have a few tilemaps).

Does having a lot of tilemaps hurt the game?

I just discovered I could even use sprite with the tilesheet though it is a bit hard to slice atlas to use with the sprites and each sprite will use a different texture with the same atlas, though I haven't understood how to work that one properly yet.

What should be the right way to do it?

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Godot version 3.3
in Engine by (27 points)

1 Answer

+1 vote

I would put the components of the building into their own scenes and then load and also delete them as needed. That way the game doesn't overload so quickly.

by (80 points)

That is what I will be doing either way. Just wanted to understand if using the sprite node be more economical or the tilemap node.

Especially since in tilemaps I can specify tiles to obey certain zindex rules while in a sprite node it would be applied in the entire sprite.

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