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Update - July 2017

Discussion in '2D Experimental Preview' started by rustum, Jul 21, 2017.

  1. rustum

    rustum

    Unity Technologies

    Joined:
    Feb 14, 2015
    Posts:
    190
    Hi everyone!

    2017.1 was released earlier this month and we’re delighted to move the following features out of Experimental Preview into a full-fledged Release:
    • Sprite Mask
    • Sprite Atlas
    • Physics Shape Editor
    • Manual Simulation of 2D Physics
    In other news, 2017.2 is now in beta and contains the Tilemap feature. Please try it out by downloading the beta here: Unity Beta. From this point onwards, please use the beta for all your Tilemap projects.

    Looking to the future, the Unity roadmap has been updated to reflect these changes. Take a look at it here: Roadmap

    We’d like to draw your attention to some features in development:
    Character Animation
    • Redesigned 2D character animation workflow with IK posing support
    2D SmartSprite
    • Procedural creation of 2d levels. Users could define control points that are then tessellated and textured with sprites. The control points can be used to define simple straight edges or curved edges for more organic looking levels.
    • We’re currently addressing concerns with user experience after receiving feedback.
    Stay tuned for an Experimental Preview on features that are still in development!

    We really appreciate all the feedback and participation we received from the community during the development of these features. Please keep it coming!

    For the upcoming Experimental Previews keep talking to us in the 2D Experimental Preview forum. For features in Beta and/or Release, please submit bug reports in the usual way.

    Keep making awesome 2D games in Unity!
     
    histamine, SuperNoctiz and ArthurT like this.
  2. Talsidor

    Talsidor

    Joined:
    Aug 7, 2012
    Posts:
    22
    Where does the Grid component sit in regards to release? I can't find it on the Roadmap. We've launched a game on Steam using it without encountering a single issue - I couldn't be happier with it.
     
  3. ChrisJohnson

    ChrisJohnson

    Joined:
    Feb 20, 2013
    Posts:
    64
    I was wondering if it is still possible to add a Game Object to a tile? because it looks like that option has disappeared in the editor for the 2017.2 beta release.
     
  4. Johaness_Reuben

    Johaness_Reuben

    Joined:
    Jan 27, 2016
    Posts:
    253
    @Talsidor The Grid component will be released in 2017.2 It is tied along with Tilemap, although it is a Component all on its own.

    @ChrisJohnson That functionality was removed. Although it seemed a good workflow, it led to some issues in the backend. The better workflow is to keep the GameObjects separate and paint them with a brush. Like what we do in the RoboDash demo.
     
    Talsidor likes this.
  5. ChrisJohnson

    ChrisJohnson

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    Feb 20, 2013
    Posts:
    64
  6. histamine

    histamine

    Joined:
    Jan 2, 2016
    Posts:
    4
    Hey guys nice work!
    One question tho, why did you remove the option to attach a gameobject to the tile itself in the inspector. That was a really cool feature. I was using it to attach different colliders to different tiles and to add particle effects to some tiles. Now I have to write a script to do that for me. I guess it will be more efficient this way but shhh add that option back please :D
     
  7. Talsidor

    Talsidor

    Joined:
    Aug 7, 2012
    Posts:
    22
    @Johaness_Reuben
    Thanks for your response, I just tested upgrading our project to 2017.2.0b5 but the Grid component in it doesn't have a hex mode, which is what we use.

    Are there plans to add this back into 2017.2 before release? Or if not 2017.2, when can we expect the (extremely stable) hex mode of the Grid component to find it's way out of experimental?
     
  8. ArthurT

    ArthurT

    Joined:
    Oct 26, 2014
    Posts:
    75

    Unfortunately that won't be added back in 2017.2, as stated in this thread. Probably a future experimental build will land for in 2017.3 or later.
     
    Talsidor likes this.
  9. freedomize

    freedomize

    Joined:
    Aug 6, 2015
    Posts:
    30
    Is it possible to change the length and width of the grid cells in the Tilemap? For example, I need to create the "Brick Breaker" game. Bricks should be rectangular in this genre. Is it possible to use Tilemap editor for this?
     
  10. DeityLink1

    DeityLink1

    Joined:
    Aug 17, 2017
    Posts:
    1
    Quick question - I am looking to start a game where I wanted to use the tilemap. Should I just spend time getting used to unity while waiting on 2017.2, or install the open beta? My concern with the latter is I have no clue how easy it is to have 2 versions of unity on my computer, and how easy it is to upgrade a project from the open beta to the stable
     
  11. vincismurf

    vincismurf

    Joined:
    Feb 28, 2013
    Posts:
    200
    In RoboDash, I notice that when I initialize the scene, the floor is lit up. But if I drag the prefabs into an empty scene it remains dark. Where is the lighting being managed for the tilemaps?
     
  12. rustum

    rustum

    Unity Technologies

    Joined:
    Feb 14, 2015
    Posts:
    190
    @freedomize Great question! :) I'd recommend you take a look at the Brick example in our tech demos here: https://github.com/Unity-Technologies/2d-techdemos
     
    Last edited: Aug 24, 2017
  13. freedomize

    freedomize

    Joined:
    Aug 6, 2015
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    30
    @rustum Thanks for the answer. I've already tested the beta version of the tilemap with this demo project. It is very good that we can change the aspect ratio of the grid!
     
    rustum likes this.
  14. Soulice

    Soulice

    Joined:
    Aug 18, 2014
    Posts:
    69
    Recommendations for a "TileMap from step one" tutorial? The tutorials out there all seem to start with the tlemap done, the sprites done then talk about the usage.
     
  15. Johaness_Reuben

    Johaness_Reuben

    Joined:
    Jan 27, 2016
    Posts:
    253
  16. Soulice

    Soulice

    Joined:
    Aug 18, 2014
    Posts:
    69
    Thanks much, will take a look.