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Match 3 Level Creator

Discussion in 'Assets and Asset Store' started by ycanatilgan, Apr 2, 2023.

  1. ycanatilgan

    ycanatilgan

    Joined:
    Aug 23, 2017
    Posts:
    30
    Hello everyone!

    I just made my very first Unity asset! This asset helps you create Match-3 level design templates. With this, you can place&modify tiles easily and test them. It is the initial version of the asset, so there are missing features and there might be errors, which I will soon fix and add.

    I plan to add;
    • Tile randomizer from groups
    • Multi-layer editing.
    Already applied to Asset Store and waiting for approval.

    Waiting for your comments and thoughts! Thanks :)

    https://github.com/ycanatilgan/match3creator

     
  2. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    4,061
    Are you aware that you can just draw tiles onto a Unity 2D Tilemap?

    The way you create the map using those incrementally numbered Inspector buttons is awkward because it requires more clicks than necessary, has no visualization and leaves the question what happens if you overshoot that incrementing number (at least one, possibly tilecount-1 extra clicks). From a workflow perspective this is a significant step back from being able to draw tiles on a tilemap.
     
  3. ycanatilgan

    ycanatilgan

    Joined:
    Aug 23, 2017
    Posts:
    30
    Yes, I'm aware you can already draw tiles with Unity. But correct me if I'm wrong, it only allows you to place textures, which isn't the ideal solution for Match-3 tiles since they probably need to be prefabs. Moreoever, the features that I will add soon, like randomizer and multilayer editing, cannot be done with Unity's standard tile editor. After all it was made for creating 2D environment, not puzzles.

    But maybe a visual designer would be a better choice. This is my first asset so I'm really inexperienced. I will try to update that. :) By the way, if you overshoot incrementing number, it resets to zero.
     
  4. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    4,061
    The tilemap is drawing either sprites or prefabs with the PrefabBrush, which is part of the Tilemap "Extras" package. So you can draw any kind of prefab, in fact this is currently the only way to do tilemaps with 3D tiles.

    You can then access these sprites or game objects (instances of the tile's prefab) with methods like GetTilesBlock. That allows you to specify a range, so you could even ignore or discard any tiles that are outside the playable area.

    You can modify the tilemap in the same way, or implement ScriptableTiles which, when placed or updated can run their own logic to determine what kind of tile they should change into based on surrounding tiles. Randomization may be possible with that, but it is actually implemented as a brush that randomizes (even with weights) what tile gets drawn from a list of tiles.

    And for multiple layers you would just add another Tilemap instance to the existing Grid+Tilemap hierarchy.

    It's all there. Just have a look at the Tilemap Extras package and import the samples. ;)