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Fixed in 2018.2.X

Votes

0

Found in

2017.3.0f3

Issue ID

1001136

Regression

No

[Tilemap] 2D Tiles do not rotate. Calling tileData.transform.SetTRS has no effect on the tile's rotation

2D

-

How to reproduce:
1. Download attached project file and open "DemoScene" Scene
2. Enter Play Mode
3 Select "Build Wall" button and build a horizontal line of walls (you will notice that the correct tile is used in each grid (e.g. end wall, or middle wall) but they are rotated wrongly. The debug log is outputting the rotation value that it is trying to set them at)

Actual result: Calling tileData.transform.SetTRS(Vector3.zero, GetRotation(mask), Vector3.one); in GetTileData() has no effect on the tile's rotation. My tiles are always placed in their original/default rotation.

Reproduced with: 2017.2.1p3, 2017.3.1p1, 2018.1.0b7

Comments (1)

  1. St000

    Feb 28, 2018 14:14

    Solution from Unity QA for anyone googling:

    The example here (https://docs.unity3d.com/Manual/Tilemap-ScriptableTiles-Example.html) is outdated and we will update it.

    The issue here is tileData.transform returns a copy of the Matrix4x4 and since it is a struct, by doing tileData.transform.SetTRS() does not set the actual copy of the Matrix4x4 hold by tileData. The correct code should be

    var m = tileData.transform;

    m.SetTRS(Vector3.zero, GetRotation(mask), Vector3.one);

    tileData.transform = m;

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