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Accessing tiles to change textures and to add or remove components. #263

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  1. Once the tile storage is inserted onto the tilemap entity it can no longer be accessed

What's meant here is that once the tile storage is inserted onto the entity it cant be accessed until a hard sync point. This means that queries will not work to access it within the same system or a parallel system. You can however use a label/after or a different system stage as those are "hard" sync points where the commands from the system are processed.

Do we have to work with sprite atlases?

Yes and no. Internally if you are using the atlas feature the texture provided is used directly. Without the atlas feature a custom image process runs that adds the atlas textures into an array texture. …

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@StarArawn
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@frederickjjoubert
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@StarArawn
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