IndexOutOfRangeException thrown if Tileset is switched on painted Tilemap
Summary
An IndexOutOfRange exception is thrown if the selected Tilemap's Tileset is switched. This exception only occurs if the Tileset has been painted on with Tiles that have a higher index than the new Tileset's maximum index. I also noticed that sometimes the tile pallette is not updated with the new Tileset.
How to reproduce
- Create two Tilesets, one with more tiles than the other
- Create a Tilemap with the larger Tileset
- Paint on the Tilemap with the highest index Tile in the Tileset
- Set the Tilemap's Tileset to the smaller one by dragging it into the Tileset section of the Tilemap in the object inspector
- Try painting on the earlier painted tile
Workaround
- Don't switch the Tileset on a Tilemap that has already been painted on (this is probably a rare case anyway)
- If you want to switch the Tileset but don't care about the painted tiles, Set them all to the zero index tile (top left corner) before switching the Tileset
Analysis
- Exception is thrown at
Tile.cs:291when in theUpdateAutoTileConmethod - Problem seems to be that the Tilemap has tiles with invalid indexes on them
- Maybe there needs to be a check for these invalid tiles before executing any paint action on them to reset them to normal
Tagging this as Help Wanted and Good First Issue, since I'm suspecting this might be an easy fix, once the location and root cause of the error are identified.
Tried to reproduce, but can't trigger the error.
Some dirty, non-existing tiles can be observed when changing to a different tileset with a different number of tiles, but I believe it can be considered in the realm of "expected behavior", given the operation that is being performed.
@AdamsLair/duality-core can any of you try to see if they can reproduce this? otherwise I'd be considering closing the issue.