I've had a lot of problems with not being able to load Tilemap image URI's during runtime, and I've boiled it down to the Tilemap object's image size not adapting to newly-loaded images.
To be more specific, while other objects types (Sprites, Backgrounds) adapt their image sizes to fit whatever image that is loaded in during runtime, the Tilemap object apparently demands that nothing exceeds the original image size.
My questions are:
- What happens if i load in an image that is smaller than the original image size? Will I just get a lot of blank tiles until the tile row wraps, or will the image size shrink to fit the new, smaller image?
- What happens if I decide that I need more tile space, and increase the original image size to allow for larger images to be loaded in. Will the tilemap data become messed up, due to the tile row wrapping changing?
- Is there any way to get around Tilemaps not being able to load in larger images during runtime?
Thanks in advance.