I assume the tiles are made of sprite objects and you are not using a tilemap.
If you need to use for each, first set all the limiting conditions and to for each as the last condition. For each is slow so it is best to limit the instances it checks. With so many isometric tile objects you want to avoid doing for each unless necessary.
Also why are you checking it every tick? What is the purpose of it? Is there not some particular triggering action that mandates a check which could trigger a function?
Yeh they are. Isometric tile mapping was very difficult with C2. (i've read the 'tutorials' for it).
I put trigger once but it was looping per tick somehow.
Thanks for the advice I thought adding conditions would limit how many tiles it looks over. I guess if say theres 5 checks, if i make most of them branch off it will only check branch 2 if branch one has been met which should help. If that makes senses.
I've found a kindof way around but it isn't ideal. Checking tiles by cursor position.