I’ll check it out…
The issue is that, pre 4.24, all tilemaps where broken due to normals pointing to wrong places, and this issue was maintained during 4.19-4.23… which was a big issue.
Most probably the tilemaps are corrected now but the sprites are broken, given that they forgot to account that they need to have their tangents correctly put.
The thing is, the PR i uploaded didn’t have that issue, so its most likely an issue that happened during conversion to the PR that was eventually uploaded to 4.24… given that they wanted to maintain dynamic mesh builder as an option for the time being (hence my PR wasn’t uploaded exactly the same, but instead adapted to a new PR)
Dynamic Mesh Builder was maintained mainly because they wanted to add all this changes to 4.24 but be able to rollback them by changing a config variable
I think its r.SpriteUsesPrebuiltVertexBuffer or something like that… this would give us the chance to detect any bug and basically have the fallback to using previous methods while hotpaches fix all the issues, instead of waiting for 4.25, which was too late for some projects who needed the sprite optimizations really quick.
I’ll check that issue, i still had some other things to fix for hotpatch 1, so i’ll just add this to the list… but in the meantime, be wary that changing tangents on the VertexBuffer will most probably break them on the tilemaps (which was the pre-4.24 issue), which i assume is not an issue if you haven’t discovered by now.
Cheers!