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GenerativeArt–MadewithUnity
Advantages of
Tilemaps for
Mobile
1
Sophia Clarke
Software Engineer, Release QA
@sophiaaar
2
What we’ll cover
• Tilemaps Overview
• Why you should optimize for Mobile
• Advantages of using Tilemaps over
traditional Sprites
• Workflow
• Performance
3
GenerativeArt–MadewithUnity
Tilemaps Overview
4
What are Tilemaps?
• The 2D Tilemap feature is made up of grids,
tiles, brushes, and palettes
• Unity 2017.2 onwards
• Quickly create 2D levels
• Paint 2D sprites directly onto your scene
• Square, Hexagonal, Isometric
5
6
https://github.com/Unity-Technologies/2d-
https://github.com/Unity-Technologies/2d-
GenerativeArt–MadewithUnity
Demo
9
Grid
Tilemap
Palette
Tiles
Brush
You
Why should you use Tilemaps?
• Workflow
• Great for artists
• Performance
11
GenerativeArt–MadewithUnity
Mobile Performance
12
Why optimize for mobile?
• Market of phones is really varied
• Need a small build size
• Don’t have much RAM to use
⭐ A good rule of thumb is to use one third of
the available RAM on your worst device
• Measure using worst iOS device
13
GenerativeArt–MadewithUnity
Tilemap Performance
14
Fewer GameObjects
• Tilemaps result in the scene having fewer
GameObjects
• This improves:
• Load times
• Memory usage
• CPU usage
15
Scene size
• Fewer GameObjects and Components means
fewer objects to load from disk, deserialize
and keep in memory at runtime
⭐ Deserialization is the process
transforming data from one format to
another.
16
17
30,000
Lines in a Unity scene
file using Tilemaps
370,000
Lines in a Unity scene
file using Sprites
18
831 KB
File size of a scene
using Tilemaps
10 MB
File size of a scene
using Sprites
19
Renderer Overhead
• Each renderer has its own CPU overhead
• Each Sprite in a scene has a Sprite Renderer
component
• A Tilemap has only one Tilemap Renderer per
tilemap
20
Batching
• Batching is gathering all of the geometry that can
be drawn without doing another SetPass call
• TilemapRenderer batches the geometry of the
sprites based on position
21
157
Batches in a scene
using Tilemaps
1930
Batches in a scene
using Sprites
22
13ms
Frame time of a scene
using Tilemaps
244ms
Frame time of a scene
using Sprites
Measured on an iPhone 7
23
21 MB
Memory (RAM) usage
of a scene using
Tilemaps
1.1 GB
Memory (RAM) usage
of a scene using
Sprites
Measured on an iPhone 7
24
GenerativeArt–MadewithUnity
Texture Settings
25
Mipmaps
• More efficient on GPU when textures are drawn
far away
• Increases the size (in memory and on disk) by
33%
• You should have these disabled when using
Tilemaps
26
Read/Write
• When Read/Write is true, you have two copies
of that texture in memory
• Texture2D aTexture = new Texture2D(); has
Read/Write on by default
⭐ Use aTexture.Apply(updateMipMaps, true);
27
Conclusion
• Nicer workflow for devs and artists
• Performance benefits
• Quicker load times
• Smaller file size
• Better runtime performance
• Remember standard rules for textures
• Mipmaps and read/write OFF
28
GenerativeArt–MadewithUnity
Sophia Clarke
Software Engineer, Release QA
@sophiaaar
29

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