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Orthello Pro - TILED mapeditor support - Multi Layered Tilemaps

Discussion in 'Assets and Asset Store' started by mas, Feb 11, 2012.

  1. mas

    mas

    Joined:
    Nov 14, 2010
    Posts:
    696
    Hi there.

    Orthello Pro version 1.5 is released.
    Added support for multi layered tilemaps.

    • Import a tilemap created in the popular free TILED map editor
    • A tilemap supports multiple tilesets ( tile collections )
    • A tilemap supports multiple tile layers
    • Create/alter tilemaps by code.



    | More Information | Online Demo |
     
  2. hippocoder

    hippocoder

    Digital Ape Moderator

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    Sewer tiles aren't point sampled are they? Just curious.
     
  3. mas

    mas

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    Nope .. I let them to be bilinear.
     
  4. fedems1982

    fedems1982

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    Apr 11, 2012
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    Hi mas,

    Great work! I just bought the pro version from your site in order to have this feature in my unity projects. Is there any update about the navmesh creation feature when loading the TiledMap?

    Cheers, keep on the good job!
     
  5. mas

    mas

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    Navmesh will not work as the requirements for it is that movement must be in the X-Z plane instead of the (Orthello's focus) X-Y plane.

    However...

    Orthello works well in combination with with the free A*Pathfinding component.
     
  6. TwiiK

    TwiiK

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    How does it look if you move the camera across the tilemap?

    I started writing my own Tiled parser, but realized I didn't know how to store and render the tiles properly inside of Unity so I bought UniTile instead, but working with that I'm unable to get rid of the gaps between the tiles, which seems to be a problem with having tilemaps in a 3d engine and not UniTile itself. Unitile offers the option to overlap tiles in the tilemap to remedy the problem, but this made the tiles look soft and didn't appear to fix it.

    The gaps appear very rarely and they mostly seem to appear when the camera y-position is a whole number and not a decimal.

    I guess what I'm asking is how does this look in Orthello? :)
     
  7. mas

    mas

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    I haven't really tested it. But I know about the texel rouding issues that sometimes can lead to tearing.

    ( mmm.. wil have to build some scroll-em up than ... )

    Solution I guess is to position your tiles at specific pos + 0.01f positions and make sure that the camera position is valid as well.
     
  8. mas

    mas

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    Just did a small test

    - started the sample application (that shows the imported tilemap)
    - while running , manually moving the camera object in the scene
    - no tearing in the game view while the camera is moving

    I dont know if this test is representable but , looks like no tearing here.

    but ... Because of the painter alogorithm that is used for all Orthello objects,
    the tilemap 'automaticly' never lands on even units/pixels, there is always a decimal
     
  9. TwiiK

    TwiiK

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    That could be it. I'm not actively developing my tile game at the moment, but when I get back to it I will investigate some more.

    Thanks for your insight in the matter.
     
  10. Dak

    Dak

    Joined:
    Apr 30, 2012
    Posts:
    2
    Hey,

    So I have the basic example tile map from the example with an animated sprite that walks around the screen.

    The example tile map has some collision boxes setup already. If I wanted them to stop the character from moving, would it be a code solution or is there some box in Unity that needs to be checked.

    I'm an intermediate programmer but new to unity, just looking for some general advise in which direction to go.

    Thanks!

    Dak
     
  11. mas

    mas

    Joined:
    Nov 14, 2010
    Posts:
    696
    Hi there Dak,

    You should/could

    1. implement your character sprite.onCollision or sprite.onEnter delegate so that you will be notified that you collide with or enter the/a collision object.

    Dont forget to set your sprite.collidable to true, and make sure the sprite's collider is at the right sprite.collisionDepth , so it will touch the other objects colliders.

    2. if you record ( in a seperate script for example ) the previous 'valid' position, you should be able to reset your character back to this previous position when a collision takes place.

    3. if you would have fast moving object or characters, you wil have to calculate the vector towards the last valid position and move your fast moving object back until it is not 'touching' the other collider.


    Hope this makes sense...
     
    Last edited: May 10, 2012
  12. timintal

    timintal

    Joined:
    Jul 23, 2012
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    Hi, mas! Can you answer, what map size restrictions you implementation has?
     
  13. rah

    rah

    Joined:
    Jan 10, 2013
    Posts:
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    I have a few questions.

    First, how do I get multiple layers of tile depth to look right? It seems like the whole map renders at the average depth of the layers...so, if I have some layers in front of my character and some layers behind my character (my character was created with Orthello), I will either get all layers in front, all layers behind, or a flickering issue, like a whole-object z-fight (not the usual z-fight, I mean the entire object is on top or the entire object is hidden). In other words, I will not get correct depth testing, the whole map appears to have a single depth level. If I turn layers off and import only foreground or only background layers, it works fine. EDIT: What is particularly odd here is that this only applies to Orthello objects - geometry from non-Orthello objects will still render correctly with respect to depth.

    Second, is there a way not to have to import my tileset with the map? If I change something in a tileset, I'd like not to have to re-export all my maps manually. If not, then I guess this is a feature request - please let me import TSX files.

    Third, is there a way to import parallax layers, or should I do those layers as separate objects or something?

    EDIT 2: Actually, I have an even more basic question. I'm importing a map. I want to align it with the upper-left corner of my existing level. I change the pivot point to BottomRight, and it lines up just fine. Then I run the game, and the pivot point still says "BottomRight" but the actual pivot point values are reset to (0, 0) and the geometry has moved accordingly. From this point on, I have to move it manually. What am I doing wrong here?
     
    Last edited: May 6, 2013
  14. VeTaL

    VeTaL

    Joined:
    Jul 2, 2012
    Posts:
    125
    Hi, Mas

    Check your mail, i'd sent you fixed update for rotating sprites support.

    Also, another question: how to add interactable objects to the tilemapped level? Afaik, Orthello cant read Objects layer from Tiled?