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Allow Pinned Tiles with Locks to be unpinned

Not sure if I missed this somewhere but haven't had any luck in getting it to work. Have several locks on a few distant tiles that I prefer to unpin for performance reasons. If I make adjustments to these distant pinned titles with terrain or other affected objects and create a lock to encompass a majority of where the adjustments were made, etc.., lock it, and then unpin the tile(s), and then test it in editor or build, the locked title(s) revert back to original generator output. Using Unity 2020.1.9f1 and MM2 2.0.8.

zrocweb, 26.10.2020, 18:58
Idea status: rejected

Comments

Wraith, 26.10.2020, 19:24
Let me make it clear: you are
- pinning the tile
- add lock
- change terrain
- unpin tile
- pin it again or start the playmode, and see no changes you've made?

If so it is expected behavior. You remove the tile completely when you unpin it - with all of your modification data. It's stored not in lock, mapmgaic object or something - it's not stored anywhere except the tile itself. MM reads locked area before generate, and applies it to generated result after.
zrocweb, 04.11.2020, 14:57
Thanks for response. You are correct. But that is my suggestion to have the ability once a tile(draft or normal) pinned and a lock is created and locked for that tile, to be able to saved the locked tiles info and retrieve that saved info upon generation during play mode. Otherwise, for example with using a large terrain and adding things to that terrain as well as fixing some terrain areas that just are up to your standards, the locks would actually serve a true sense of purpose. Otherwise any lock created also requires a tile to be pinned and if you create for example 20 locks you will have 20 pinned tiles creating a monster of a scene as well as bad performance in editor and play/build times.
zrocweb, 08.11.2020, 17:48
Update on response. The tile data needs to be stored in the Lock so it can be unpinned and then retrieve on generation like you said and pushed to the generator for output thereby overriding the generators default tile data. If not the case, whats the true purpose of a lock if you can't unpin it.

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