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Share-able palettes.

Discussion in '2D Experimental Preview' started by Socapex, Jul 30, 2016.

  1. Socapex

    Socapex

    Joined:
    Nov 29, 2013
    Posts:
    8
    We tested the 2D preview during a game-jam recently. Collaborating on tilesets is hard since you can't share palettes. We ended creating many palettes, which polluted the repo with generated assets.

    I think palettes could/should be treated like normal assets. Or optionally included in the Assets folder.

    Thank you.
     
    Lars-Steenhoff likes this.
  2. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,527
    Yes I think so too, almost everything everything in unity should be treated like normal assets, Tilesets, UI, let's not reinvent the wheel every time a new feature is added. and all assets should be accessible from script
     
    Socapex likes this.
  3. keely

    keely

    Joined:
    Sep 9, 2010
    Posts:
    967
    We are refactoring how palette stores data. In preview1 it is stored hidden in the project. We are now refactoring this so that it is going to store palette(s) as prefab in your project.

    Palette window will scan your project and treat any prefab with Grid component in root as palette.

    Few upsides:
    • You can use familiar APIs you use to create prefabs & tilemaps for creating palettes
    • Easy to share palette. It's just a prefab asset
    • Custom tile/brush code that has dependency custom components can still work in palette
    • You can take entire level and make it a palette
    • Multi-layer palettes
    • Internally we can start reusing same code for palette vs. scene view
    Unfortunately this refactor didn't make it to cutoff of preview2, so you need to wait for it for some time.
     
    Lars-Steenhoff likes this.
  4. Socapex

    Socapex

    Joined:
    Nov 29, 2013
    Posts:
    8
    Thats great news! Thank you :)