Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
1.0.0
Issue ID
1373423
Regression
No
Tilemap shows incorrect Sprites in the Scene when changes are saved to Tilemap Prefab
How to reproduce:
1. Open the user's attached project
2. Open scene Scenes/SampleScene
3. In the Project window, select the Prefab Asset "TestTilemap", and select Open Prefab in the Inspector view
4. Go to Window -> 2D -> Tile Palette
5. In the Tile Palette window, select TerrainPalette from the drop-down menu, and set the Active Brush to Custom Default Brush
6. Uncheck the Auto Save box at the top of the Scene view
7. Modify the Terrain Tilemap
8. Click the Save button and return to observe the Scene by pressing "Scenes" at the top of the Scene view
9. Repeat steps 7-8 several times after returning to edit the Prefab
Expected result: the Tilemap in the Scene is consistent with the changes made to the Prefab
Actual result: the Tilemap is inconsistent between the Scene and the Prefab, Sprites change and overlap unpredictably
Reproducible with: 1.0.0 (2021.1.27f1, 2021.2.0b17, 2022.1.0a13)
Could not test with: 1.0.0 (2019.4.32f1, 2020.3.21f1) (the user's project breaks after downgrading)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Linux] Screen.SetResolution immediately applies windowed resolution when switching from Fullscreen to Windowed mode
- Lighting window allows non-cube map texture for Environment Reflections, throwing invalid texture type (2D) error
- Console warning “MismatchingRepositoryProjectMessage” when creating a new Unity Version Control workspace
- [Ubuntu] VFX Graph Enum Value menu stretches across screen when entered long Enum Value
- Unclear warning message in Rendering Debugger about the Play mode Debugger Overlay
Resolution Note:
After some investigation, we have decided that the scope of the bugfix would require some changes in the data structure for the Tilemap. This will be considered as a improvement feature and added to our development backlog.