1. We're looking for feedback on Unity Starter Kits! Let us know what you’d like.
    Dismiss Notice
  2. Unity 2017.2 beta is now available for download.
    Dismiss Notice
  3. Unity 2017.1 is now released.
    Dismiss Notice
  4. Introducing the Unity Essentials Packs! Find out more.
    Dismiss Notice
  5. Check out all the fixes for 5.6 on the patch releases page.
    Dismiss Notice
  6. Help us improve the editor usability and artist workflows. Join our discussion to provide your feedback.
    Dismiss Notice

2D Experimental Preview Release 4

Discussion in '2D Experimental Preview' started by Johaness_Reuben, May 8, 2017.

  1. Johaness_Reuben

    Johaness_Reuben

    Unity Technologies

    Joined:
    Jan 27, 2016
    Posts:
    229
    We are excited to bring you the 2D Experimental Preview 4. This release is primarily focused on Tilemap. Along with Preview 4, we are including a really cool demo project, RoboDash.

    The RoboDash demo project was a prototyping experiment to test workflow and also create an example of using Brushes and Tiles in a development scenario. We had one developer work with an external game artist for a few weeks to create the prototype with a primary goal of using brushes and tiles setup to make level building for artists and designers faster and more fun! So check out the demo project for what was achieved.

    An important thing to note - This demo project was developed as a fast prototype, so the game-play code itself is not optimized, it contains some not so good practices and was only used as a base game. With the base game, we could start creating a setup, where a developer would create Brushes and Tiles for a level artist or designer to quickly create game levels. That said, the Brushes and Tiles are the actual examples to learn from - the rest of the demo project should be looked at with caution.;)

    Tilemap Improvements and Breaking Changes
    We have made quite a few improvements and changes to the Tilemap features in Preview 4. Unfortunately to provide some of these improvement, there are some breaking changes - Check below for what these are.

    Tilemap Changes
    • Store changes for script instances of GridBrushes
    • Added support for Masking with Tilemap
    • Added immediate updating for TilemapCollider2D without use of CompositeCollider2D
    • Moved Grid color to EditorSettings
    • Moved TilemapRenderer focus mode selection to SceneView window
    Major changes in Tilemap Palette
    • Moved UI elements for better user experience
    • Added painting target dropdown to Tilemap Palette
    • Add Move tool
      • Select a selection of tiles with the Select tool and move the selection using the Move too
    • Removed multi-layer painting from Tilemap Palette
    • Added Palette Asset to differentiate prefabs from Palette prefabs
      • Use Palette Asset to determine sizing for Palette Grid
      • Load all Palette Assets in project to Tilemap Palette on start
    • Added mouse cursors for different Tilemap Palette tool modes
    Tilemap API changes
    • (GridBrush) Changed IGridLayout => GridLayout
    • (GridBrush) Changed painting target from GameObject[] to GameObject
    • (GridBrush) Add CustomGridBrushAttribute to control GridBrush behaviour in the Tilemap Palette
      • m_HideAssetInstances: Do not show asset instances of GridBrush in palette
      • m_HideDefaultInstance: Do not show script instance of GridBrush in palette
      • m_DefaultBrush: Set this as the Default GridBrush for the palette. Only one GridBrush should be set as the Default GridBrush
      • m_DefaultName: Set this as the name for the script instance of the GridBrush
    • (Tilemap) Tilemap does not inherit from ITilemap
    Tilemap Breaking Changes:eek:
    • (Tile) Change serialised names for Tile members
    • (Tilemap components) Change Component Ids for all Tilemap components (Tilemap, TilemapRenderer, TilemapCollider2D)
    While we can't support backward compatibility for experimental projects - here is something that my be helpful.

    2D Experimental Preview Download Assistant
    This build is the 2D Experimental Preview 4 build. The version displayed is Unity 2017.1.0x2-2D Build. As we iterate through improvements, changes and fixes, we will release more previews.

    Warning!!!
    Project backward compatibility between Experimental Preview versions is NOT GUARANTEED. Always backup your project before upgrading. Preview features here are not production ready, please DO NOT use this build for your final production. Experimental features may be discontinued/dropped.

    Download the build from here:
    Updated May 11th 2017
    Windows Download Assistant
    Mac Download Assistant

    Preview 4 (RoboDash) Demo Project

    This Demo WILL ONLY work with the 2D Experimental Preview 4 build.
    Demo Project
    Some vIdeos on the demo project are in this thread.
     
    Last edited: May 11, 2017
  2. der_r

    der_r

    Joined:
    Mar 30, 2014
    Posts:
    259
    Amazing work guys. :O
     
  3. sheddy29

    sheddy29

    Joined:
    May 9, 2017
    Posts:
    3
    Ok but where is Smart Sprite ??? this is the best i want :/
     
    Last edited: May 9, 2017
  4. der_r

    der_r

    Joined:
    Mar 30, 2014
    Posts:
    259
  5. sheddy29

    sheddy29

    Joined:
    May 9, 2017
    Posts:
    3
    wooow Rly ?? 2011 6 year this cool work :/ 6 man :(
     
  6. Lavenblade

    Lavenblade

    Joined:
    Aug 25, 2014
    Posts:
    16
    Awesome stuff!
     
  7. Johaness_Reuben

    Johaness_Reuben

    Unity Technologies

    Joined:
    Jan 27, 2016
    Posts:
    229
    Hi All. Apologies, the original download links I posted where for an older build. :oops:
    I've just updated them to the most recent build. Please download again as it does have some differences.:)
    Again, sorry for the trouble. I think I was too excited to get this out I didn't check the links. :D
     
  8. plauk

    plauk

    Joined:
    Jun 4, 2013
    Posts:
    7
    Wooo!
     
  9. AssembledVS

    AssembledVS

    Joined:
    Feb 23, 2014
    Posts:
    169
    Where is the tilemap grid color?
     
  10. Johaness_Reuben

    Johaness_Reuben

    Unity Technologies

    Joined:
    Jan 27, 2016
    Posts:
    229
    @AssembledVS Edit > Preferences > Colors > Grid Component
     
    AssembledVS likes this.
  11. DocLovepeace

    DocLovepeace

    Joined:
    Dec 13, 2016
    Posts:
    3
    Demo project has an amazing look and feel.
    Thanks a lot for keeping 2D alive in Unity!
     
  12. jehk27

    jehk27

    Joined:
    Mar 23, 2013
    Posts:
    5
    Running into some problems:

    1) I cannot rename game objects in the Hierarchy window by double clicking on them. I double click on a game object. The name becomes editable. As soon as I type anything it stops being editable. EDIT: This issue seems to be intermittent. When I start Unity I can rename objects by double clicking. After working for awhile this stops working.

    2) I cannot change the materials of any sprite renderers by clicking on the down arrow next to the material and selecting a different material.

    null ref.png

    The above two issues are super annoying and make my current workflow a real pain.

    Feedback on the tilemaps:

    3) This is an enhancement but can the grid on Tile Palette window take into consideration the tile anchor of the current tilemap (or maybe the sprite pivot - not sure how it works)? All my sprites have a bottom left pivot. All my tilesmaps have a tile anchor of 0,0,0. This aligns everything perfectly in my scene. The bottom left corner of the tiles in my tilemaps and the bottom left corner of my sprites align to integer world coordinates. This makes a whole bunch of things easier for me. However, the grid on Palette Window is jacked. Added screenshot.

    pla grid.png

    4) Finally I feel like the tilemap dropdown in the Palette Window is kinda useless. The tilemap ordering isn't at all like what I have in my scene. EDIT: It just makes things confusing and it constantly resets to the first layer in that list! I've been painting on the wrong layer for the last 10 mins because it switched to a different tilemap instead of sticking to the last one I selected from the scene.

    tilemap dropdown.png
     
    Last edited: May 17, 2017
    rakkarage likes this.
  13. jehk27

    jehk27

    Joined:
    Mar 23, 2013
    Posts:
    5
    Another issue.

    4) Tile Palette edit doesn't not work. I click edit, move some tiles around in the palette. However, when I save the scene all those tiles go back to the original place.
     
  14. jehk27

    jehk27

    Joined:
    Mar 23, 2013
    Posts:
    5
    5) I cannot delete custom resolutions from the Game windows. I click on them and nothing.

    game-rez.png
     
  15. Jay-Pavlina

    Jay-Pavlina

    Joined:
    Feb 19, 2012
    Posts:
    128
    @jehk27 This forum is only for things related to the 2D preview, which currently only contains the tile map. The preview is based on 2017.1 beta 4, so anything not related to the tile map is just a problem with the beta build.
     
  16. jehk27

    jehk27

    Joined:
    Mar 23, 2013
    Posts:
    5
    @Jay-Pavlina These are all for the current 2d experimental build. Is there a better place to submit feedback or issues? I ran into a lot of stuff in this time around and I'd really like to see the tilemap feature mature because its awesome.
     
    Last edited: May 18, 2017
  17. Dejan90

    Dejan90

    Joined:
    Jul 20, 2015
    Posts:
    2
    First of all a big thank you to everybody who had been working hard inorder to bring us this great experimental preview 4!!!

    @jehk27 Your first stated issue (at least for me) is only happening while the Tile Palette window is chosen. Choosing anohter window, or closing the Tile Palette, should re-enable you to rename GameObjects in the hirachy.
     
  18. bluefoxicy

    bluefoxicy

    Joined:
    Jan 2, 2015
    Posts:
    15
    There are multiple things here, including TileMap and SmartSprite.

    I've been waiting since like 2015 for delivery of 2D TileMap. Since then, Unity Technologies has hired a new Product Manager to get things rolling out the door more smoothly. It seems 2D wasn't and isn't high on the list.

    I"d like to know why this hasn't been broken down into a long-running program of smaller projects so we can have status on both. It would seem to me that Smart Sprite and TileMap shouldn't impede the development and delivery of each other; and basic features of TileMap should be deliverable before more-advanced features. Smart Sprite looked like it was viable years ago, and I'm not sure what the hold-up is.
     
  19. jehk27

    jehk27

    Joined:
    Mar 23, 2013
    Posts:
    5
    The Ambient Color for Environmental Lighting keeps getting constantly reset to white. I can't really do any lighting work. I've also had my tilemap corrupted a number of times. I don't really care to look into why at this point. I'm sorry to sound negative but this build is a mess. I understand its experimental. I understand that preview features won't be complete or work perfectly but this is just unusable. Whelp. Eagerly waiting preview 5 now.
     
  20. Ovicior

    Ovicior

    Joined:
    Nov 8, 2014
    Posts:
    6
    I've been using the tile editor, and have found it to be quite intuitive. I've run into an issue, however, with colliders. My 2d character controller only collides with colliders found in the "Platforms" layer. I've set the grid and its child to that layer, but my character still doesn't collide with the placed tiles. Do I have to do something to enable 2d colliders?

    [​IMG]

    Gif of issue:

    [​IMG]
     
  21. freedomize

    freedomize

    Joined:
    Aug 6, 2015
    Posts:
    8
    I really hope that Tilemap will be in Unity 2017.2. As far as I can see, it is designed primarily for top-down games. Does it have enough functionality for platformers? Can I use it to place custom prefabs(enemies, 2d effectors etc.)?
     
  22. Gamingbir

    Gamingbir

    Joined:
    Apr 1, 2014
    Posts:
    39
    still no smart sprite? its been 2 years now no news about it.
     
  23. Iain-Lobb

    Iain-Lobb

    Joined:
    Jan 11, 2013
    Posts:
    25
    My partner and I have just released a huge pack of 2D sprites and tiles (over 1,500) to the asset store - created with these upcoming 2D features in mind: https://www.assetstore.unity3d.com/en/#!/content/89857 - will be updating with brushes etc once the features launch for real. I have a couple of free codes I could share for people doing public demos - e.g. blog posts, twitch streams, youtube etc.
     
    AntFitch likes this.
  24. CosmicBoy

    CosmicBoy

    Joined:
    Apr 16, 2014
    Posts:
    7
    Really loving the new preview! :) Quick question, I can't seem to get deferred lighting (the new one and legacy) to work after I've implemented a tilemap into a scene? If I start a new scene and/or project it works until I start using the tilemap editor, then it gets completely greyed out and forces forward rendering. If I force unity to only use deferred the camera renders the tilemap completely black.

    Note : I'm using unitys standard pbr shaders on the tilemaps, have never had a problem with deferred rending before.
     

    Attached Files:

  25. CosmicBoy

    CosmicBoy

    Joined:
    Apr 16, 2014
    Posts:
    7
    @freedomize It seems to me it's as functional for a top down game as it is side scrolling platformer, and yes you can attach prefabs to tiles.

    @jehk27 This was happening to me, my solution is to get out of the tilemap palette window (close it, or select another tab to get it off screen) and it will stop resetting to white. Seems to be a feature they might introduce to light the tilemap when editing.
    @Dejan90 My solution is to rename them in the inspector window instead for now, seems to work.
     
    Last edited: Jun 21, 2017
    freedomize likes this.
  26. plauk

    plauk

    Joined:
    Jun 4, 2013
    Posts:
    7
    My understanding is that deferred rendering is only supported by perspective cameras. If you're using an orthographic camera it would fall back to forward rendering. Unless something has changed recently, you should be getting a warning in the camera's inspector like so:

    deferred.PNG

    If you're using a perspective camera, then I have no idea. o_O
     
    CosmicBoy likes this.
  27. CosmicBoy

    CosmicBoy

    Joined:
    Apr 16, 2014
    Posts:
    7
    Thanks @plauk that's understood, have all of the cameras set to perspective (would love to used ortho with deferred, currently using a perspective camera at a good distance away with the FOV pulled all the way down to simulate that)
     
  28. javiersam

    javiersam

    Joined:
    Jun 29, 2017
    Posts:
    1
    Hi!!! How can I get the TileMapRenderer object or the Grid by code?
     
  29. danbrani

    danbrani

    Joined:
    Nov 22, 2012
    Posts:
    28
  30. Ziboo

    Ziboo

    Joined:
    Aug 30, 2011
    Posts:
    174
    I wanted to congrats ! The example project "RoboDash" is top notch.
    It showcase really well the new features, I wish everytime a new feature come out of Unity we would have something like that.
    Good job everyone in the 2D Team, for the release and the project.

    Note: The project is missing the 'TintBrush'. I reanable it, but it's not by default. Maybe by choice ?
     
    jeanpoolay likes this.
  31. Hussam-Kazah

    Hussam-Kazah

    Joined:
    Oct 30, 2013
    Posts:
    2
    Does it work with Unity 2017.1.0f3 ?
     
  32. ArthurT

    ArthurT

    Joined:
    Oct 26, 2014
    Posts:
    62
    No, TileMap is only included from Unity 2017.2 which you can already try out.
     
  33. OtakuD

    OtakuD

    Joined:
    Apr 24, 2014
    Posts:
    4
    Tested out the tilemap in 2017.2 and it seems really cool but too complex right now for me to delve into with my deadlines. I really hope that "9-slice" (3x3) brushes are scripted by default when it's released and that they have a nice editor layout with thumbnails to set them rather than a scary looking list of lists.... I know I could code that all myself with an editor script but boy that seems like a lot of work for something that is so basic in programs like Tiled - which I will be porting over from.

    Maybe it's difficult because of the lack of documentation, all-in-all though it will be very useful to 2D creators, will cross fingers and hope for the best at release.

    Edit: Just has a look at some of the tilesets I work with and a number are 4x4 to allow for single thin lines of the tile up/down (tiles 1-3 for top and tiles 4,7,10 for down) as well as a single tile (tile 0) for when it is not conected to the set. Just in case it's needed for an example. Warning: Programmer art!
     

    Attached Files:

    Last edited: Jul 14, 2017