So I am trying to figure out the best way to handle hidden areas in a tilemap and how to manage them in the Unity editor.
Lets say I have a tilemap where I want a bunch of hidden areas that are only visible / accessible after certain events or conditions have been met (my map size is 512x512 so there could be a lot of these). My first idea was to just draw the main tile map with all the hidden areas exposed and then draw a tilemap per hidden area that basically covers it up. Then when the event …