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I see, then the issue is the tiles will be different sizes because of the level rotation and the use of a perspective camera. And the tile sizes...
Tile.GetSize() returns (1.0, 1.0). Is there a way to get tile width in world coordinates or pixels?
Thanks, how would one go about getting the width of tiles and insetting the camera? I was also thinking of calculating the number of tiles that...
I am using a perspective camera since the camera is rotated. Do you have any advice on how to keep the camera's viewport within the bounds of the...
That worked, excellent. Thanks!
Can this be done using a raycast on the SpriteTile surface by adding a mesh filter and collider? And then pass the raycast hitpoint to...
Thanks, this works great now. I notice a different issue with the camera rotation now in the procedural demo. ScreenToMapPosition does not seem...
I am trying to get the level to scroll on keyboard movement, but with the camera rotation set to give it that Mode 7 type look. Yeah, I was...
Hello, First, thanks for the excellent library and all of the support you've provided. I am taking advantage of Tile.CameraRotationX to create a...
Thanks. Not sure if I understand. Do you mean try the multi-camera feature in SpriteTile? Or do you mean using two cameras, one with a rendered...
Thanks. I was trying to use a UI overlay using a Canvas and Image. But I'm unable to accurately measure the Image in world space in order to...
Hello, I am working on a strategy game that will feature the game's viewport in the middle of the screen, surrounded by the menu. The menu will...
I have a voxel based vehicle with square wheels, and the wheels will never rotate. I would like to use the physics provided by wheel collider....
Thanks! Regarding fog of war effect. It would be desirable for visible tiles to have blurred edges that blend with hidden. Is this possible using...
Ah yes, this is correct. The problem I was seeing is that the camera's coordinates don't match up, but that's because the camera's anchor point is...
But the map is not rendering at x = 0 in Unity's world coordinates. It appears the map's left edge begins around 14 units. Also, what should tile...
Yes, I have two layers. But I am still seeing the same for both layers: Tile.SetCamera (); Tile.NewLevel (new Int2 (mapWidth, mapHeight), 0, 1f,...
Hi, This is a great engine! I am having some trouble with converting to world coordinates. By default, my level renders somewhere offset from...
I am trying to make an enemy's game object go flying when it collides with the player. Kinematic is disabled on both the player and the enemy...
Nope, unfortunately not.