Hi again, guys!
Sorry Bjørn to post this off-topic here, it is just to finish up this conversation.
@Michael
I have figured out how to get the tile position to make tiles at center or wherever I want to. In that process, we don't need to use the texture pivot as well.
Just use its rendered texture as parameter and you'll get the bounds and calculate it:
var sprite = tileGo.GetComponent<SpriteRenderer>().sprite;
var pos = tileGo.transform.position;
if (sprite != null)
return new Vector3(pos.x + sprite.bounds.min.x, pos.y + sprite.bounds.min.y);
return Vector3.zero;
A tileGo is a gameobject of a tile, then I take its SpriteRenderer, the position and get (in that case) the bottom left corner.
@Michael, have you tried to render a 300x300 map or bigger? Each rendered tile is a single tile or a mix of them? I'll take a look better on the way you do to use mesh and material, maybe it increases the speed of rendering.
I'm close to make my tilemap engine based on Bjørn's Tiled Map, usable to simple maps. I can give you more details if you want guys.