CI / build-test (push) Failing after 1m4s
TileSet maps ids to texture regions with tints (0 = empty), TileGrid is a bounds-checked dense ushort grid, and the Tilemap component places a grid in the world per render layer. UseTilemaps() inserts TilemapRenderSystem before the flush; it submits only the camera-visible cell range (TilemapMath.VisibleCells), so frame cost scales with the screen, not the grid. Demonstrated in the sample as a checkerboard floor; Tiled loading stays on the roadmap on top of this API.