Search Unity

Can a GameObject be parented to a tile

Discussion in '2D' started by RascarCapack, Nov 10, 2022.

  1. RascarCapack

    RascarCapack

    Joined:
    Mar 17, 2021
    Posts:
    6
    Hello Unity Community!
    I would like to know if there is a way to make a gameObject (with only a script as component) be a child to a specific Tile inside my tilemap...
    I am trying to associate a script to a specific tile...but I want this script instantiated each time this tile is placed on the grid.
    Any insight would be appreciated !

    PS: I am trying to avoid scriptable objects and scriptable tiles (as I am a beginner with Unity and would like to keep things simple).
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,736
    GameObjects are parented to other GameObjects. This relationship is managed by the Transform Component on each GameObject.

    Tiles are not GameObjects so this approach won't work.

    Even if it did work, it would be FAR more complicated than learning how to make Scriptable Tiles.

    Bite the bullet, work through the tutorial(s) you need:

    Screen Shot 2022-11-10 at 11.26.52 AM.png

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!

    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
    RascarCapack likes this.
  3. RascarCapack

    RascarCapack

    Joined:
    Mar 17, 2021
    Posts:
    6

    Imma bite the bullet I guess ^^ thank you for your reply
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,736
    We love bullet biters on this forum!

    Keep in mind the subtle-but-critical difference between:

    - original custom data stored in a particular Tile asset in your project (such as "this tile is deadly")

    vs...

    - instanced data that might vary on a given single instance of the tile (such as "this tile has blood splashed on it")

    That can get very confusing.
     
    RascarCapack likes this.
  5. RascarCapack

    RascarCapack

    Joined:
    Mar 17, 2021
    Posts:
    6

    Thank you so much ! I'm actually interested in the second case...

    Sorry for the diversion but I just have to say it: this community is awesome and can be counted on !
    I don't regret one bit having chose Unity for my gamedev journey...just for that. I hope people at the unity company realize what's their biggest asset/strength: you guys. And I hope to be in your shoes one day helping people go where I have been.
    Also I hope my english isn't too bad, sorry if it is.

    For now I am going to watch some tutorials...How do I close a thread ? lol
     
    Kurt-Dekker likes this.
  6. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,736
    And Unity is an amazing BEAST of an engine. You chose well. Look forward to seeing you in here.

    Not necessary! Everybody can search all the threads, but of course we always like you to start your own fresh thread for each problem, to keep each problem nice and simple for Google to search.

    Check out this guy's great attitude: ask yourself "Can I ... ?"

    Imphenzia: How Did I Learn To Make Games:

     
  7. Xiangting_Su

    Xiangting_Su

    Unity Technologies

    Joined:
    Sep 22, 2020
    Posts:
    253
    Hey @RascarCapack, I thought that's a great question. I just wanted to chime in here.
    Yes, it's possible, you can also attach a Game Object to a Tile using some of the provided Scriptable Tiles like the Rule Tile. (Via right-clicking in the Project window then choosing Create > 2D > Tiles > Rule Tile.)

    As you can see, you can attach different Game Objects to different Tiles and even leave some empty.

    Rule Tile Inspector.png

    Once the Rule Tile has been set up and painted onto a Tilemap in the Scene, it should show the preview Game Objects along with the Tiles during Edit Mode and spawn the corresponding Game Objects at Runtime.

    From what I understand, there can be a lot of fun possibilities using the Rule Tile. For example, you can attach an audio component together with a physics collider to the Game Object so that whenever a character walks over this particular Tile and triggers the collider, the audio clip plays.

    So have fun experimenting whichever route you choose - either scripting your own custom Scriptable Tile or experimenting with the Rule Tile! :D