I'm creating an endless runner game with several different pre-made platforms using Tilemaps - my thinking was that being able to quickly edit each tilemap would be good for the prototyping process, as well as the eventual performance gains versus using large sprites. The Tilemap for each platform is currently a single 128x128 checkerboard image that i'm using to pain each platform, so each platform has its own instance of this image. Because I'm going to be randomly selecting these platforms, I'll be generating and destroying them at runtime without a need to have a first instance on the stage at the beginning of the game.
What I'm struggling with is understanding how to work with the prefabs/Object types in my project and making changes to these. If I have an instance of a particular platform/tilemap on my stage and make changes to it, any further instance placed on to the stage will reflect the changes that I've made. This is totally fine and what I would expect to happen.
However, if the final instance of the object is removed from the stage (but is still in the project), when I drag it from my project list onto the stage, it reverts to when it was first created. Except, sometimes it doesn't and it retains the changes as I would expect. Has anyone else come across this?
Is there something about tilemaps or the Object Type/prefab workflow that I'm not understanding? Is there some way of committing changes back to the original prefab? If I was working with a Sprite, I would simply double-click on the original Object Type in the project and make changes that would be reflected in all subsequent versions of that object. But with Tilemaps, all I have access to is the original tile/sprite used to create that specific Tilemaps.