Hi, I was wondering which one would be. I have set the game's viewport to 800x600 and the world bounds to 2048x1024. The player moves and the camera follows it. I want to dynamically load the tiles that are in the bounds of the viewport while the player moves around and kill the ones that are out. I was naively trying to kill() onOutOfBounds and then revive() onEnterBounds. Did not work but i don't know why. Apparently behind scenes is doing: !this.game.world.bounds.intersects(this._bounds)So i tried to replicate the functionality building an array of the killed tiles onOutOfBounds and, on the update() method, iterate over the killed tiles to check the intersect: if( game.world.bounds.intersects(killedTiles[i]._bounds) ){ killedTiles[i].revive();}The conditional is always false (?) and the ammount of process seems like an overkill for me (for big maps). Anyway i am using isometric phaser plugin if that makes any difference (i tried also with killedTiles._isoBounds). Someone has any tips?