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[RELEASED] Super Tilemap Editor

Discussion in 'Assets and Asset Store' started by CreativeSpore, Feb 21, 2016.

  1. IndyBonez

    IndyBonez

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    @CreativeSpore do your tilemaps support real-time modification during runtime? Say I want to be able to modify the tilemap by adding/removing/replacing tiles during a game is this possible? And will the colliders update if say I had rocks with colliders and I removed a chunk from the rocks would the colliders update to take into account the missing rocks?
     
  2. mountblanc

    mountblanc

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    Hi @CreateSpore,

    I have a question regarding Scene size. My map will be the size of left: 0 bottom 0 top 19 right 6000.
    I allready set the k_chunkSize to 20 and then filled up a horizontal tile line across the map as a test.
    The scene got 2Mb bigger. Now i would like to use not 1 tileset but 8 tilesets. (Due to parralax scrolling & overlapping tilesets)
    But that would (probably) mean a 16Mb Scene file for just one level. Is there a way to make this much less ?
    I wasnt expecting such a big increase in size as i read in the document one tile is an unsigned int so that would make 4 bytes * 20 * 6000 = 469Kb (Now 2Mb) So what am i missing and what can I do to decrease this number?
     
  3. CreativeSpore

    CreativeSpore

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    Yes, it is optimized to make tilemap modifications in real time, including the tile colliders.
    Here there is an example of destruction of a wall tile using a bomb:
    https://twitter.com/CreativeSpore/status/730800241352552449
     
    gferrari likes this.
  4. CreativeSpore

    CreativeSpore

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    Hi there,

    You have to take into account also the serialization mode used to serialize assets and if you are using colliders for the layer.
    Also, a chunk serialize the width, the height, a mesh renderer component and one or more components for collisions depending on the mode 2D or 3D.

    I have made a test to see the size of the demo file RogueLikeDemo.unity, the one located in "\CreativeSpore\SuperTilemapEditor\Extra\Tileset - Samples\Kenneys - Rogue Like"

    This scene contains a tilemap group with two layers ground and overlay. The ground is totally filled with tiles and it's using 3D colliders, and the overlay is partial filled (trees, plants, and other decorations) and have no colliders.
    Changing the generated map size to 6000x20 tiles and the k_chunkSize to 20 these are the results with Unity 5.1.2f1 and Asset Serialization Mode: Mixed.
    • Size with 3D colliders: 1445kb
    • Size with 2D colliders: 1538kb
    • Size with None colliders: 1410Kb
    If I remove the overlay tilemap, these are the results:
    • Size with 3D colliders: 758kb
    • Size with 2D colliders: 852kb
    • Size with None colliders: 724Kb
    Maybe you are having bigger results because your serialization mode is set to Text?
     
  5. mountblanc

    mountblanc

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    @CreativeSpore ah that explains it partly i think. I have serialization to text mode due to SVN.
    I don't have colliders (at least not in the tileset )
    It seems the size however is still way to big if i consider the many levels i need to make.
    I also have bought SpriteTile https://www.assetstore.unity3d.com/en/#!/content/13794
    and Aldo i prefer Super tilemap editor as its WYSIWYG. in this instance ill have to go for the other asset for the scenes i want to create due to file sizes. Super Tilemap editor helped me greatly however as doing prototype building and seeing the map in the Scene view gives some great instant feedback. and also thanks for the quick and help full support both in Forum and on Twitter! Thanks!
     
  6. Tremzoff

    Tremzoff

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    @CreativeSpore

    Awesome editor! I am a Unity noob and just scratching on the surface, but I see the potential of your editor.

    I plan on creating a game with static levels (no scrolling, only one fixed 2d scene per level) and your editor is perfect for creating those levels. Question: Since I do need multiple levels, how should I "store" them? 1. All as one huge tilemap? After finishing a level the camera could be moved to the next part (=next level of the game) of the tilemap. 2. Or is there a way to save tilemaps and load them? As I said, I am a beginner...any help appreciated.

    Regards.
     
  7. CreativeSpore

    CreativeSpore

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    I've been investigating with something I wanted to include in the future because of your request.
    It was the inclusion of RLE compression when serializing/deserializing the map data.
    I have reduced the size of the level, but I've also found other issues like Unity is serializating the objects when registering for Undo changes, what makes the edition more slow. I can send you the modification to use RLE if you want to test, but I won't use it for the moment.
    Also I forgot to tell you to copy or select a single tile before saving the scene, because right now, the brush is saved and it's another hidden tilemap in the scene. So it's better if the brush contains only a single tile than a big selection of tiles.
     
  8. CreativeSpore

    CreativeSpore

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    Thanks!
    You can store them in the way it's better for you.
    I think a tilemap per level is the best choice. It will give you less problems.
    To change the level, you can have all of them in the same scene and enable only the current level, if there are not too many levels.
    If you want to create a lot of levels it would be more optimized if you create a level per scene, or create a prefab of each level and instantiate the right prefab, destroying the previous one when changing the current level.
     
    Last edited: Jun 8, 2016
  9. Tremzoff

    Tremzoff

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    @CreativeSpore

    Ahhh, I see. I will try this. Thanks a lot for your help (and superfast response)!
     
  10. CreativeSpore

    CreativeSpore

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    You are welcome ;)
     
  11. mountblanc

    mountblanc

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    Hi @CreativeSpore
    I am very much interested in trying out this test version you mentioned. Also thanks for the hidden tilemap tip. Ill will keep that in mind before saving. You probably want my e-mail adres witch is a.wittenberg (add) hotmail.com
    thanks in advange!
     
  12. CreativeSpore

    CreativeSpore

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    I have sent you the patch with RLE support ;)
     
  13. meapps

    meapps

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    @CreativeSpore could you add that i can see the tilegrid everytime with an option? I would need that for the movement etc.. from the player.
     
    Last edited: Jun 11, 2016
  14. CreativeSpore

    CreativeSpore

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    Add this in Tilemap.cs file, inside the class Tilemap
    Code (CSharp):
    1. public void OnDrawGizmos()
    2. {
    3.     DoDrawGizmos();
    4. }
    If you only want to see the grid and not the colliders, add this:
    Code (CSharp):
    1. public void OnDrawGizmos()
    2. {
    3.     // draw tile cells
    4.     Gizmos.color = new Color(1f, 1f, 1f, .2f);
    5.  
    6.     // Horizontal lines
    7.     for (float i = 1; i < GridWidth; i++)
    8.     {
    9.         Gizmos.DrawLine(
    10.             this.transform.TransformPoint(new Vector3(MapBounds.min.x + i * CellSize.x, MapBounds.min.y)),
    11.             this.transform.TransformPoint(new Vector3(MapBounds.min.x + i * CellSize.x, MapBounds.max.y))
    12.             );
    13.     }
    14.  
    15.     // Vertical lines
    16.     for (float i = 1; i < GridHeight; i++)
    17.     {
    18.         Gizmos.DrawLine(
    19.             this.transform.TransformPoint(new Vector3(MapBounds.min.x, MapBounds.min.y + i * CellSize.y, 0)),
    20.             this.transform.TransformPoint(new Vector3(MapBounds.max.x, MapBounds.min.y + i * CellSize.y, 0))
    21.             );
    22.     }
    23. }
     
  15. mrm83

    mrm83

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    there seems to be a bug with poly 2d colliders.
    if the colliders go around all 4 edges, but the inside is hollow (no coliider), collision still happens in the hollow area.
    edge is fine, but poly doesn't work.
     
  16. CreativeSpore

    CreativeSpore

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    Hi there,
    I have added a warning message in next version because of this.
    The polygon colliders work different than edges because they have to be always a full collider shape.
    It means, depending on the level design, ghost colliders could appear. The polygon colliders connect the last vertex with the first vertex. It doesn't happen with edge colliders because the last vertex doesn't need to be connected with the first one. Also, the full area inside will be blocking another collider to come in.
    It's always recommended to use edge colliders, and use polygon colliders only for specific cases like, water, ladders, where you need a polygon collider to check if you are inside an area. But it is not recommended for walls.
    If you need to use polygon colliders because of the design of your character controller I recommend to create a prefab of a gameobject with a box 2D collider and attach this prefab to the tiles that should be a full polygon collider.
     
  17. SFvdB

    SFvdB

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    Hi! Great asset!
    I do have a question that I feel is somehow already been answered but I'm struggling to grasp the solution. I am using a simple Physics2D raycast from the mouse position and my goal is to be able to select individual tiles. Now I gather this is possible from all prior posts - but can I do this through a simple collision and using the hit collider to get the selected tile data? To be able to manipulate it? I've so far only been able to get any collision working using prefabs. I use full 2d colliders.

    Simple script on the camera with which I try to select tiles:
    Code (CSharp):
    1.         if (Input.GetMouseButtonDown (0)) {
    2.             RaycastHit2D hit = Physics2D.Raycast (Camera.main.ScreenToWorldPoint (Input.mousePosition), Vector2.zero);
    3.  
    4.             Debug.Log ("Click");
    5.  
    6.             if (hit.collider != null) {
    7.                 Debug.Log ("Hit: " + hit.transform.name);
    8.                      // This part isn't working - tile manipulation would be here
    9.             }
    10.         }
     
  18. AstralGhost

    AstralGhost

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    This asset looks like it is exactly what I need! But there's a few features I don't see mentioned in the Manual that I think would be really helpful and I've got a few questions, as well.

    1. How do you know a tile's ID or brush ID for placing new tiles? Is there any way to manually set or change IDs?
    2. What happens if I change my tileset (and can I change tilesets?) and I need a bunch of tiles to change from their old IDs to new ones? If I can manually assign IDs I can probably do that, but is there a way to switch all tiles of one ID to a new one? For example, swap all tiles with ID #1 to tile ID#2?
    3. Are there any serialization functions for saving to disk and loading them? I'd love to be able to save the maps to disk and then load them at runtime. It would be helpful to have these functions included in the asset if not already.
    4. The manual lists PlaceTileData and GetTileData with a 'tilemap' reference, but it doesn't establish how you get each tilemap. How do you get the reference? Do I have to do a GameObject.Find("TileMapName") to get each one?

    The asset already looks amazing and I think I'll try it out, but if some of the features above are included I think it would be absolutely everything that I need!

    Anyway, thanks for your time. :)
     
    Last edited: Jun 20, 2016
  19. awang

    awang

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    I use a brush to generate a map and use the 2d polygon collider.
    20160622134859.jpg
    The green lines belong to colliders.
    My question is that sometimes there will be several colliders for one map,and they are
    intersected.Can you merge the colliders all to one and remove internal lines?
     
  20. VorpalWolf

    VorpalWolf

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    Jan 24, 2014
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    Hi, I'm trying to set up colliders to the tiles, but I keep getting this error on the properties window

    NullReferenceException: Object reference not set to an instance of an object
    CreativeSpore.SuperTilemapEditor.TilePropertiesControl.DisplayCollider () (at Assets/CreativeSpore/SuperTilemapEditor/Scripts/Tilemap/Editor/TilePropertiesControl.cs:242)
    CreativeSpore.SuperTilemapEditor.TilePropertiesControl.Display () (at Assets/CreativeSpore/SuperTilemapEditor/Scripts/Tilemap/Editor/TilePropertiesControl.cs:78)
    CreativeSpore.SuperTilemapEditor.TilePropertiesWindow.OnGUI () (at Assets/CreativeSpore/SuperTilemapEditor/Scripts/Tilemap/Editor/TilePropertiesWindow.cs:81)
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)


    Any idea on how can I fix it?

    Thanks!
     
  21. Deleted User

    Deleted User

    Guest

    Is it possible to have tiles from the same tileset to be on different gameobject layers? Alternatively, how to group brushes from separate tilemaps together?

    Also, is there a way to remove interior/bottom edge colliders for 2d collision?

    Great product by the way!
     
    Last edited by a moderator: Jun 24, 2016
  22. solo_games_inc

    solo_games_inc

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    Hello, @CreativeSpore

    I've created 2d colliders for my game floor. Player.cs script is checked in OnCollisionEnter2D if player touch the floor via
    Code (CSharp):
    1. collision.gameObject.tag == "Floor".
    So, I've set a tag "Floor" for my Tilemap layer at the top of Inspector, but when collision is happened there is "Untagged" string in debug log. How to set a tag in your TilemapEditor?

    Thank you.
     
  23. CreativeSpore

    CreativeSpore

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    Hi there,

    You can't select a tile by using a raycast because the tile colliders are included in several colliders for performance reasons. For example, a block of 2x2 tiles with full collider will create a single EdgeCollider2D with 4 edges instead of 4 edge colliders with 4 edges for each tile. Besides, using edge colliders will only trigger a Raycast going from left to right or top to bottom, because there is no collider inside, only in the edges. You could only trigger a collision using Polygon Colliders (I guess).

    Now, to get the data of a tile, you can use these useful methods:
    GetTileData(Vector2 vLocalPos)
    You need to pass the local position, this is the position related with the tilemap transform.position:
    Code (CSharp):
    1.  
    2. Vector2 localPos = tilemap.tranform.TransformPoint(Camera.main.ScreenToWorldPoint (Input.mousePosition) );
    3. uint tileData = tilemap.GetTileData(localPos);
    4.  
    Now, using the tileData, you can access the specific data using these methods.
    Code (CSharp):
    1.  
    2. int brushId = Tileset.GetBrushIdFromTileData(tileData);
    3. TilesetBrush brush = tilemap.Tileset.FindBrush(brushId)
    4. int tileId = Tileset.GetTileIdFromTileData(tileData);
    5. Tile tile = tilemap.Tileset.GetTile(tileId);
    6.  
    You can also use the helper class TileData in TilemapUtils.cs:
    TileData data = new TileData(tileData);
    and access all information using this class.
     
  24. CreativeSpore

    CreativeSpore

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    Hi there,

    I answer you below:
    1. How do you know a tile's ID or brush ID for placing new tiles? Is there any way to manually set or change IDs?
    You are right, there is no information in the palette window. I will add this information for next release.
    Right now you have to select a tilemap, then while painting you will see the selected tile id in the top left corner of the scene view.
    In case of a brush, you will see the id also if you press the Display List button.
    You can't change the ids. The tiles have the id according to the order in the tileset, and the brush id is assigned when it is imported in the tileset.

    2. What happens if I change my tileset (and can I change tilesets?) and I need a bunch of tiles to change from their old IDs to new ones? If I can manually assign IDs I can probably do that, but is there a way to switch all tiles of one ID to a new one? For example, swap all tiles with ID #1 to tile ID#2?
    You can change the tileset (or the atlas texture of a tileset) to change the tiles (after manually refresh the tilemap).
    There is no option swap tiles, but I will add this option for a future update. It would be easy to achieve. If you want, I can send you the code.

    3. Are there any serialization functions for saving to disk and loading them? I'd love to be able to save the maps to disk and then load them at runtime. It would be helpful to have these functions included in the asset if not already.
    Not right now. I was planning to include this soon anyway. I will add this option in a future update.
    4. The manual lists PlaceTileData and GetTileData with a 'tilemap' reference, but it doesn't establish how you get each tilemap. How do you get the reference? Do I have to do a GameObject.Find("TileMapName") to get each one?
    Each tilemap is a gameObject, so you can call GameObject.Find or keep a reference for the tilemap.
    If you are using a TilemapGroup, you can use the TilemapGroup to access the children tilemaps by accessing the Tilemaps list property.
    If you need fast access you can also use a dictionary to keep the reference.
    Check how it is implemented in Tileset.FindBrush.
     
  25. CreativeSpore

    CreativeSpore

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    This is a problem I've had since I added the option to use polygon colliders.
    It is always recommended to use Edge Colliders for world colliders, but in some cases it is useful to use polygon colliders but having into account some limitations, like this.
    It is not possible to merger all colliders because the polygon colliders have no support for concave colliders and create these lines when the shape is not convex.
    The only option is create a prefab with a box2D collider with the size of a tile and attach it to the tiles you want to instantiate a collider. This will create a full collider for each tile.
    For a small map it won't be a problem.
     
  26. CreativeSpore

    CreativeSpore

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    I couldn't replicate your error. Are you using the last version v1.3.3?
     
  27. CreativeSpore

    CreativeSpore

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    Hi,
    You can use a tilemap group to manage layers. Each children tilemap will behave like a layer.
     
  28. CreativeSpore

    CreativeSpore

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    The tilemap is made of tileChunks. Invisible gameobjects. You are colliding with a tileChunk, not with the tilemap, but you can access the tilemap like this:
    collision.transform.parent.gameObject.tag
     
  29. Deleted User

    Deleted User

    Guest

    Yes, I see that option. Thank you. But if I do put them on separate maps like that, the brushes to not combine across different maps.

    I have the same brush on two different maps on different layers in the same group. They do not connect. How can I achieve this? I am trying to make one way platforms using your smart Colliders.
     
  30. CreativeSpore

    CreativeSpore

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    This is not supported right now. The brush autotiling is supported only in the same tilemap.
    If you attach an screenshot of what you want to achieve, maybe I will have an idea of how to make that.
     
  31. Deleted User

    Deleted User

    Guest

    upload_2016-6-28_9-58-50.png
    The image on the left is what I want, where the thin area is on a separate layer (for one-way platforms) from the thicker part. (Ignore the distortion there...It think that is just the way I set up my brush.)

    But the only way I can get them on separate layers is to have them not attach to eachother, like the one on the right. I thought tilemap groups was the way to go here, but I couldn't honestly figure out what the tilemap groups did aside from create a parent to organize submaps.
     
  32. mrm83

    mrm83

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    I created a house with the tilemap and then made the entire object as a prefab.
    But when I instantiate the prefab, sometimes the tilemap of the house is just white with the tiles missing.
    Am I suppose to refresh the tilemap on start? Or is it a bug?
     
  33. CreativeSpore

    CreativeSpore

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    The tilemapGroups is for the momment a way of organization and simplify the process of creation of a map with multiple tilemaps (layers).
    I have plans to improve the
    The tilemapGroups is for the moment a way of organization and simplify the process of creation of a map with multiple tilemaps (layers).

    What you can do in this case is, change the sorting order or the Z position for the wall layer to be in front of the one-way layer and draw an extra tile that will be placed behind but will activate the autotiling.
     
  34. CreativeSpore

    CreativeSpore

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    It was fixed in the last update. Can you check you have the last version? In other case, it is a bug and I will fix it.
    It is manually fixed by refreshing the tilemap.
     
  35. CreativeSpore

    CreativeSpore

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    As you may know, there have been some troubles with Unity forums and some messages and private messages has been removed. So until this is fixed, please, use the support email creativespore @ gmail(dot)com to ask any question.

    And here there is a new tutorial video showing how to create a tileset, a tilemap, road and random brushes and add tile colliders.
     
    GamerPET likes this.
  36. CreativeSpore

    CreativeSpore

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  37. beit

    beit

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    Hey CreativeSpore,

    your tool looks exactly what I'm looking for, I'm using another one but it didn't get any update since a while, its slow and I'm really thinking about moving on. The only thing is I do absolutely need to import from a TMX file, I have my map there, and thinking about making this from scratch is really a big problem. Do you have TMX import available at any stage, I can't see it on the documentation but I asked anyway, you never know.

    Best,

    Enrico
     
  38. CreativeSpore

    CreativeSpore

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    I have this in my mind, but it is still not supported. I hope it will be supported soon, but I can't tell you when it would be.
     
  39. beit

    beit

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    The day you will support it, I will buy your plugin straight away. Do you have a dev version that you can share? If I can even only import the tiles, I would be more then happy. I'm not using any special features of Tiled, just placing tiles around. As you might perceive, I'm really trying my best to move away from the current solution.
     
  40. CreativeSpore

    CreativeSpore

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    I've been working on this since this morning and I think I could have it done soon. At least for basic stuff.
    I will keep you informed though this thread.
     
    Fab4 likes this.
  41. beit

    beit

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    You are amazing, I'm going ahead to try your tool then, thanks!
     
  42. CreativeSpore

    CreativeSpore

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    Good News! I have finished the TMX importer.
    I just need to polish it a little and hopefully it will be available on next release.
    If you want to test it, I will send you the tmx importer. Just send me a private message with your email.
     
  43. CreativeSpore

    CreativeSpore

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    Here there is an advance of the new TMX importer options included in the next release.
     
  44. GamerPET

    GamerPET

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    Hello there! I just wanted to introduce myself.

    I am PET and I'm a proud owner of Super Tilemap Editor! I plan to combine it with Corgi 2D engine.
    No idea how they work... if they work... but we will see :)

    I also plan on doing some tutorials later once I get acquainted with Super Tilemap Editor... I just imported it into my project!

    I bought it mainly because @CreativeSpore seems pretty active and ... the plugin seems to do what I want. A 2D editor that will allow me to build levels fast. (I think I hope... :D )

    EDIT: On this note, do anyone know a pack of good 2D (platform) tiles ... free or paid?
     
  45. GamerPET

    GamerPET

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    Ok... I'm starting to have some success with it:



    At first I was a bit scared... because the Corgi didn't stopped on the platforms even when I set up 2D Colider. It turns out I also need to set up the Layer of the Tileset to Platforms.

    However I have a weird bug... not sure what is causing it. I set up something wrong with Corgi or it is because Super Tile Editor.



    After debuging it a bit it seems that the camera Y position changes real fast from 3 to -3.

    EDIT: Ok it's not because of Tiles. It's Corgi. I'm just gonna leave this here in case someone else has this problem.



    Question: Is there a way to find the proper Pixels Per Unit when you make your Atlas? I had to eye this and it seems my tiles look best around 75... even a bit higher than this.
     
    Last edited: Jul 18, 2016
  46. CreativeSpore

    CreativeSpore

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    Hi PET,

    Thanks for buying this tool ;) I hope you like it.
    As far as I know it should work perfectly with any other tool based on Unity colliders, like Corgi, because it's very flexible in the way the colliders are managed, using MeshCollider for 3D and 2D Edge colliders for 2D. You can also use Polygon 2D colliders, but they are not working very well for level design unless for special cases.

    About your problem with the camera, that problem looks like you have a camera enclosed in a region smaller than the camera view rect. At least it happens to my with my follower camera used in my other tools.

    About the Pixels Per Units property in the tileset, it is used only for the CellSize given to the tilemaps when they are created for the first time. But you can change the CellSize later to the size you want.
    upload_2016-7-18_9-3-34.png

    Don't forget to press "Refresh Map" after changing it to update the tilemap.
     
  47. CreativeSpore

    CreativeSpore

    Joined:
    Nov 6, 2014
    Posts:
    1,186
    New version of Super Tilemap Editor 1.3.5 available!

    This version includes the TMX importer. I have included support for as many Tiled feature as I've seen, relative to a tilemap with normal tiles. But let me know if you find any feature I missed or any bug you find importing your maps from tiled.

    The process of importing a tmx is easy and can be found in the manual, section 5 https://db.tt/X5mD2V4a
    Or in this video tutorial


    Changelog:
    • Added TMX import options
    • Flipping Horizontally and Vertically properly (not in the opposite way)
    • Painting brush now copy the tilemap material instead using always the Sprite\Defult
    • When creating a tilemap prefab, the tilemap material is now linked to the prefab
    • Fixed missing tilemap prefab material when pressing play, making the preview to be pink
    • Fixed creation of a tilemap prefab from brush selection when the scene was not saved in disk
    • Fixed unregister tileset events properly in TilemapEditor when the tilemap is destroyed (causing a BrushBehaviour exception)
     
  48. meapps

    meapps

    Joined:
    May 21, 2013
    Posts:
    167
    Awesome, keep up the good work.
     
  49. Supergeek

    Supergeek

    Joined:
    Aug 13, 2010
    Posts:
    103
    Does this support RPG Maker style autotiling in non-RPG Maker files? I'm using the Time Fantasy tileset and it doesn't have the A, B, C, D file structure and format.
     
    Last edited: Jul 20, 2016
  50. CreativeSpore

    CreativeSpore

    Joined:
    Nov 6, 2014
    Posts:
    1,186
    Don't confuse Super Tilemap Editor with RPG Map Editor. They are different assets.
    RPG Map Editor supports the RPG Maker VX style tilesets (with any tile size different to default of 32x32 pixels).
    With Super Tilemap Editor you can create your own brushes, so it would be possible to support any kind of tileset creating a specific brush. But by default, you have the Carpet and Road Brushes.
    You can find more information about these brushes in the manual (here!)