Godot Version
4.3 ( running on windows 11)
Question
I want to make big rooms in my game. The tilemaps can be as large as 200 x 400 tiles ( the tiles beeing 32x32 pixels). The tile painting was lagging so I tried splitting my tilemap into multiple tilemaps beeing less than 100 x 100. Even when hiding the tilemaps, the tile painting is slow as shown in the following clip (I release the button when the mouse stops so it takes about 2s to draw):
When I run the scene, there is no visible lag (I didn’t measure the fps, but it’s not noticeable). The issue is still there with rect, fill, lines, single tile or terrain drawing.
My questions is : How to create big tilemaps in godot and having the editor run at a normal pace? (should I split tilemaps even more? Are there options to fix this issue?)
I had this bug too with Tilemap Layers. I fixed it by deleting the “editor” folder within the .godot\ directory
Thank you for your answer and sorry for the late response. I tried your solution but it is still laggy (yet it seems to be a little bit better than before).
I tried doing chunks but it is still laggy. I tested doing the following :
- I created 3 copies of the same tilemap
- I moved one of them whith all of them visible, it was lagging
- I hided 2 of the 3, it was still lagging
- I deleted 2 of the 3, it stoped lagging
Conclusion : when I do chunks, it’s laggy and when I don’t, it’s laggy as well.
Also, my tilemap layers have navigation layers ans physics layers. Maybe it’s part of the issue (I tested without any physics layer or navigation layer and the tilemap has to get about 800x 400 in order to be as laggy, which is about 4 times bigger)
I’m having the same issue. Is there any way to optimize tilemaps?