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Tile Map [Package] Isometric Tile Map

Discussion in '2D Experimental Preview' started by Ziboo, May 30, 2016.

  1. Ziboo

    Ziboo

    Joined:
    Aug 30, 2011
    Posts:
    297
    Hey,

    Pretty cool EP guys ! Great work !

    I wanted to try the isometric tile map.
    I struggle a little bit at first, finding the good parameters but it works at the end.
    Here is a package for anyone to try
    Have fun :)

    upload_2016-5-30_17-49-37.png

    (asset used: http://opengameart.org/content/basic-isometric-tiles-128x128)

    Question:
    How would you implement a character that needs to walk on the grid ?
    I mostly mean, sorting issues...
    Thanks
     

    Attached Files:

  2. Sylmerria

    Sylmerria

    Joined:
    Jul 2, 2012
    Posts:
    250
    I tested isometric feature this morning and I am glad of its existence ;)
    I have noted a sorting bug quickly in my test :(
    Why brush does not cut sprite bigger than 1x1x1 in little piece for avoid sorting problem ?
    Because else with isometric view we will have always sorting problem.
    I have a question to how can we simulate altitude level with TileMap ( always in isometric view) ?
     
  3. der_r

    der_r

    Joined:
    Mar 30, 2014
    Posts:
    259
    I'd probably do something like this:

    Use the Grid script of your tilemap to convert grid positions into world positions and lerp between fields (assuming you mean grid-based movement). For the sorting issues, I would somehow map the Y-position to Order in Sorting Layer. Here is a tutorial I had bookmarked: https://breadcrumbsinteractive.com/two-unity-tricks-isometric-games/
     
  4. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    2,139
    please dont tell me that this version still has not fixed the sorting issues?
     
  5. der_r

    der_r

    Joined:
    Mar 30, 2014
    Posts:
    259
    There is a new sorting group feature, but I haven't checked it out yet.
     
  6. jc-drile77

    jc-drile77

    Joined:
    Jul 1, 2014
    Posts:
    222
    Most of them have been fixed, at least those which were bothering me :)
    Check the docs:
    https://docs.google.com/document/d/1fGYUBPJrJknCsYbAl4z3cOP8x6kealwjZfa2DwcXSgA/edit#
    Page 27
    or