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  1. Posts
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    UniTile - 2d Tile-based Map Editor within Unity

    UniTile is a simple to use yet powerful tile-based 2D map editor for Unity. You can use UniTile to build highly optimized 2D levels, without ever leaving Unity.

    With UniTile, you'll be making great levels for your 2D games in no time - for only $50.

    Features
    - Intuitive interface
    - Support for multiple layers
    - Object layer for placing sprites or other objects
    - Tile properties
    - Generates highly optimized maps
    - Generates colliders
    - Powerful tools and workflow
    - Automatically groups tiles for performance
    - Works well with Sprite Manager and Sprite Manager 2
    - Taps into Unity's Undo/Redo functionality
    - Supports tile borders to eliminate edge bleeding
    - Multi-tile drawing
    - Select tiles from your map with single or multi-tile picking
    - Use templates to store combinations of tiles
    - Ideal for iPhone, Android, or any other Unity target


    Available on the Asset Store, or through my website :
    http://www.mudloop.com/unitile


    Video: http://www.vimeo.com/18505893
    Attached Images    
    Last edited by Mudloop; 04-03-2012 at 02:59 AM.
    UniTile - 2d Tile-based Map Editor for Unity - now also available in the Asset Store.

    My games :
    - ReRave (for iOS and Arcade)
    - Robin Hood - Archer of the Woods (published by Chillingo/Clickgamer)
    - Pig Shot (published by Nexx Studio)
    - Captain Ludwig
    - Pinkvasion
    - Deep
    - iPigeon


  2. Location
    Nearly nowhere, Columbus Ohio.
    Posts
    139
    Holy crap I just loged in to see if anyone was working on a tilemapper, and here it is! Rocking!

    I have some questions, can I create a tilemap in code? I have written code that creates a tiled space in code, dumps it to an array and then draws it. This is not in unity however it is what I was planning to do in unity. Does your tile engine allow me to do this or is it only pre made edited tilemaps? How many draw calls does a tile map take?
    Last edited by bigdaddio; 01-06-2011 at 01:39 AM.
    twitter: @theBigDaddio
    Get off my lawn...


  3. Posts
    1,057
    can I create a tilemap in code?
    Right now you can do this, but only in the editor, not at runtime. If there's some interest, I could add some functions that allow you to manipulate maps at runtime though.

    How many draw calls does a tile map take?
    It depends on the complexity of your maps. A layer has only one material, so usually it should be one drawcall per layer.
    If all your layers share the same material, they should be batched too, but I've noticed sometimes I get two drawcalls for three layers (in the editor). But I guess that is still more than acceptable.
    UniTile - 2d Tile-based Map Editor for Unity - now also available in the Asset Store.

    My games :
    - ReRave (for iOS and Arcade)
    - Robin Hood - Archer of the Woods (published by Chillingo/Clickgamer)
    - Pig Shot (published by Nexx Studio)
    - Captain Ludwig
    - Pinkvasion
    - Deep
    - iPigeon


  4. Location
    Nearly nowhere, Columbus Ohio.
    Posts
    139
    Thanks now I have more questions:
    How are tilemaps saved? How much space do they take? Can I save Tilemaps as prefabs? in the project I am working on I would have upwards of 100+ 20*20 tilemaps. I would like to also use 1 map and swap materials in code, this way one map can have multiple looks. Or would I have to create each map with an assigned material?
    twitter: @theBigDaddio
    Get off my lawn...


  5. Posts
    1,057
    Quote Originally Posted by bigdaddio View Post
    Thanks now I have more questions:
    How are tilemaps saved? How much space do they take? Can I save Tilemaps as prefabs? in the project I am working on I would have upwards of 100+ 20*20 tilemaps. I would like to also use 1 map and swap materials in code, this way one map can have multiple looks. Or would I have to create each map with an assigned material?
    Each layer has this:
    - One GameObject which contains the tile data as a multidemsional array (which you can delete if you don't need it - but the layer won't be editable anymore after you delete it
    - A number of GameObjects with a mesh, grouping a number of tiles.

    Everything is saved in your scene through Unity's serialization system. It shouldn't be a problem to make prefabs of your maps or layers.

    You should be able to swap materials by finding the groups and changing the material of the MeshRenderer objects. I might add some methods to do this in an update - right now i have no runtime functions for manipulating the maps.
    UniTile - 2d Tile-based Map Editor for Unity - now also available in the Asset Store.

    My games :
    - ReRave (for iOS and Arcade)
    - Robin Hood - Archer of the Woods (published by Chillingo/Clickgamer)
    - Pig Shot (published by Nexx Studio)
    - Captain Ludwig
    - Pinkvasion
    - Deep
    - iPigeon


  6. Location
    Hong Kong
    Posts
    72
    HI Smag,

    I am looking for your UniTile will be available on Asset store soon. I will buy it when available.. ( I like to use Asset Store because which is easy to integrated to Unity3D..

    On the other hand, any documentation available?

    Thanks,
    Simon.
    Unity Pro + iOS Pro + Android Pro


  7. Posts
    1,057
    Hi Simon, thanks for your intereset. I've contacted UT about my problems with the asset store but haven't heard back from them yet. I will look into it again myself asap.
    UniTile - 2d Tile-based Map Editor for Unity - now also available in the Asset Store.

    My games :
    - ReRave (for iOS and Arcade)
    - Robin Hood - Archer of the Woods (published by Chillingo/Clickgamer)
    - Pig Shot (published by Nexx Studio)
    - Captain Ludwig
    - Pinkvasion
    - Deep
    - iPigeon


  8. Location
    USA
    Posts
    1,099
    Looks cool, I started creating something similar but never got around to finishing it.

    Does it support scrolling? If so, how big can the tile map be?


  9. Posts
    1,057
    Scrolling can be achieved by moving the camera. I found that Unity's frustrum culling was efficient enough for this.
    There's no actual limitation on the maps, so it will depend on the complexity and the number of layers, etc. I've made some pretty big levels and haven't encountered a problem with it yet.
    UniTile - 2d Tile-based Map Editor for Unity - now also available in the Asset Store.

    My games :
    - ReRave (for iOS and Arcade)
    - Robin Hood - Archer of the Woods (published by Chillingo/Clickgamer)
    - Pig Shot (published by Nexx Studio)
    - Captain Ludwig
    - Pinkvasion
    - Deep
    - iPigeon


  10. Location
    Hong Kong
    Posts
    72
    Dear Smag,

    Thx and hope to heard the good news from you soon.


    Quote Originally Posted by Smag View Post
    Hi Simon, thanks for your intereset. I've contacted UT about my problems with the asset store but haven't heard back from them yet. I will look into it again myself asap.
    Unity Pro + iOS Pro + Android Pro


  11. Location
    Orange County
    Posts
    315
    This looks very interesting.

    How is collision handled?
    How do you assign tiles specific attributes?
    How do you control the scroll speed of the different layers?
    I assume the tileset is a texture. Is there a max-size limit on the texture size?
    The biggest thing you've never heard of.


  12. Posts
    1,057
    Quote Originally Posted by twitchfactor View Post
    How is collision handled?
    Right now you need to handle this yourself - you have access to an array with the tile ID's, and can construct colliders based on that. I'm thinking about what the best way to include this would be, so if you have any suggestions, I would be happy to listen.
    Quote Originally Posted by twitchfactor View Post
    How do you assign tiles specific attributes?
    This is currently not supported. I have plans for this though.
    Quote Originally Posted by twitchfactor View Post
    How do you control the scroll speed of the different layers?
    They're individiual gameobjects, and you can change their position based on the camera's position. I'm thinking of including example-code for this in a next release.
    Quote Originally Posted by twitchfactor View Post
    I assume the tileset is a texture. Is there a max-size limit on the texture size?
    Yes, it's a texture. The maximum size of the device applies, so 1024x1024 on older devices, and I believe 2048x2048 on newer devices.
    UniTile - 2d Tile-based Map Editor for Unity - now also available in the Asset Store.

    My games :
    - ReRave (for iOS and Arcade)
    - Robin Hood - Archer of the Woods (published by Chillingo/Clickgamer)
    - Pig Shot (published by Nexx Studio)
    - Captain Ludwig
    - Pinkvasion
    - Deep
    - iPigeon


  13. Posts
    7
    If I buy it now, will I get all the updates too?


  14. Posts
    1,057
    Yes. Only problem is the service I use for selling the files doesn't have an update system, but I will mail them to you directly (until I find or make a better, automated system for updates).
    UniTile - 2d Tile-based Map Editor for Unity - now also available in the Asset Store.

    My games :
    - ReRave (for iOS and Arcade)
    - Robin Hood - Archer of the Woods (published by Chillingo/Clickgamer)
    - Pig Shot (published by Nexx Studio)
    - Captain Ludwig
    - Pinkvasion
    - Deep
    - iPigeon


  15. Posts
    7
    Ok, i bought it right now. What do I need to send you to get updates garanteed?


  16. Location
    Sooke
    Posts
    2,898
    looks perfect for iPhone development.


  17. Posts
    1,057
    Quote Originally Posted by poka View Post
    Ok, i bought it right now. What do I need to send you to get updates garanteed?
    Thanks for your purchase. I have your email address on file, and I will send you any updates by mail as soon as they're ready. Might be a week or two until the next update though.
    UniTile - 2d Tile-based Map Editor for Unity - now also available in the Asset Store.

    My games :
    - ReRave (for iOS and Arcade)
    - Robin Hood - Archer of the Woods (published by Chillingo/Clickgamer)
    - Pig Shot (published by Nexx Studio)
    - Captain Ludwig
    - Pinkvasion
    - Deep
    - iPigeon


  18. Posts
    7
    Nice work, it's really nice and fast to draw your maps with it!

    A question, can I scale down the tiles (or the whole tile-set/map) in the scene, because I want my character cotroller to have height = 2 (I don't want to scale my other objects proporcional to the map, I want to scale the map to be proporcional to my other objects)?


  19. Posts
    1,057
    Currently, I think the map needs to be sized at (1,1,1) for the editor to work - but you can scale it through code at the start of your game.
    You can try scaling it in the editor to see if it works though. If it doesn't, I will try to ensure it's possible in the next update.
    UniTile - 2d Tile-based Map Editor for Unity - now also available in the Asset Store.

    My games :
    - ReRave (for iOS and Arcade)
    - Robin Hood - Archer of the Woods (published by Chillingo/Clickgamer)
    - Pig Shot (published by Nexx Studio)
    - Captain Ludwig
    - Pinkvasion
    - Deep
    - iPigeon


  20. Posts
    7
    Perhaps my last question was a dumb question, I could scale the maps in the editor (but afterwards I had strange behaviours when wanting to paint -> first make the maps, then scale down).

    Hope this question isn't dumb too. Why can't I bring my unity standard objects to the foreground, they're always rendered behind the UniTile layers (yes, I'm changing z-values)?


 
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