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Snappy Map Editor - Runtime 3D/2D Level Editor

Discussion in 'Assets and Asset Store' started by dylan92, Feb 6, 2015.

  1. dylan92

    dylan92

    Joined:
    Jul 10, 2012
    Posts:
    32
    The Snappy Map Editor is your full service map editor solution. Add replayability and diversity to your game with a map editor. Quickly and easily make any type of custom map with this simple but powerful tool.

    Features:
    • Runtime map editor designed for standalone builds
    • Two different editing modes
      • Simple
        • Point and click interface for placing and moving objects
        • Rotate objects with the arrow keys
      • Advanced
        • Move and rotate objects with transform gizmos
        • Precise per axis editing
    • Save and load your maps
      • Maps are saved as XML files
      • Store map attributes like a description and preview image
      • Extremely fast loading and can use load balancing over multiple frames
    • Use your own prefabs
      • Almost any type of prefab will work with the Snappy Map Editor
        • Use meshes, lights, particles, sounds and more
      • Automatically generate icons for each of your prefabs
      • Prefabs can be organized by category
    • Per object settings
      • Snap to grid and rotation snap options
      • Boolean flag to allow overlapping objects
    • Easily extendable
      • Core components contain virtual methods to override
      • Swap out references to components
    • Documentation
      • Getting started guide
      • Overview of all of the important components
      • Heavily documented source code
    • Custom editor


















     
    Last edited: Apr 3, 2015
  2. thedreamer

    thedreamer

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    226
    Last edited: Feb 6, 2015
  3. dylan92

    dylan92

    Joined:
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    @thedreamer
    Definitely! I attached an example with a few buildings in the Snappy Map Editor. Keep in mind that maps created with the Snappy Map Editor are loaded at runtime, so you would not be able to use lightmaps like that asset does.
     

    Attached Files:

    Last edited: Feb 17, 2015
  4. dylan92

    dylan92

    Joined:
    Jul 10, 2012
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    32
  5. Etrain

    Etrain

    Joined:
    Nov 3, 2013
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    Looks great! Just an idea: would be good if the snapping occurred before placing the object, so there's no ambiguity.
     
  6. dylan92

    dylan92

    Joined:
    Jul 10, 2012
    Posts:
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    @Etrain: Thanks for your interest! I actually really like that idea. It removes any ambiguity and it makes it even faster to place objects.

    I implemented your suggestion and added it to the demo. I'll submit it to the Asset Store once I have a few more changes.
     
    Etrain likes this.
  7. dylan92

    dylan92

    Joined:
    Jul 10, 2012
    Posts:
    32
    Version 1.1 has been submitted to the Asset Store for review and should be out shortly! Here's what's new:
    • Added position snap while placing objects for Simple and Advanced Object Placement Controllers
    • Can load map files in the editor
    • Automatically focus on invalid objects that prevent saving
    • Can focus on current object while in Advanced Placement Mode (press F)
    • Various bug fixes

    I'd like to thank the people who have supported this asset and, as always, any feedback is welcomed. :)
     
  8. JacksonsRevenge

    JacksonsRevenge

    Joined:
    Mar 30, 2015
    Posts:
    2
    Just picked this up for the strategy game that im working on that needed a level editor. Was able to get it up and running in my project with hardly any effort on my part. Very well done!
     
    dylan92 likes this.
  9. dylan92

    dylan92

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    Jul 10, 2012
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    Glad to hear that it is working out for you! :)
     
  10. dylan92

    dylan92

    Joined:
    Jul 10, 2012
    Posts:
    32
    Version 1.2 is out! The focus of this update was taking the existing functionality of the Snappy Map Editor and extending it to support 2D maps.

    Here's the change-log:
    • 2D support (all of the functionality of the Snappy Map Editor now in 2D!)
    • Quick menu options for creating obstructions
    • Updated demo
    • Updated documentation
    I also made the documentation publicly available to further explain how the Snappy Map Editor works.
     
  11. RandAlThor

    RandAlThor

    Joined:
    Dec 2, 2007
    Posts:
    1,291
    I am interested in this.
    Can i use it with mobiles?
    Do it use the new Unity UI?
    Can i also place characters that have (ai) scripts on them? So prefabs with scripts, will they work too?
    Can i place pathpints?

    Edit:
    Can i create landscapes?

    If it does not have these features, do you plan to integrate them as an update?
     
    Last edited: Apr 23, 2015
  12. dylan92

    dylan92

    Joined:
    Jul 10, 2012
    Posts:
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    Thanks for your interest!

    This was designed for standalone builds because of the interface and for saving files. Mobile platforms are not supported but it may be possible to customize it to your needs.

    Yes, everything is built with the new UI included in Unity 4.6.

    Yes, any type of prefab should work. There are some included scripts to make this work easily. For instance, one of the prefabs that I use in the map editor is the First Person Controller. This has input scripts and a camera attached to it, so I don't want those active while I'm building my map. The included script can disable the GameObject in edit mode and activate it in play mode.

    If you mean pathfinding, then yes. I'm using the Snappy Map Editor in a game that I am working on. We are using the A* Pathfinding Project to generate a pathfinding grid on our maps at runtime. It works very well.

    If you mean editing terrain at runtime, then no. However, you can create terrain objects in the editor, save them as prefabs and then use them with the Snappy Map Editor.

    I'm always looking for more feedback about the Snappy Map Editor and making adjustments based on that. I've already added some new features since the initial release based on user feedback and I plan on continuing that in the future.
     
  13. thedreamer

    thedreamer

    Joined:
    May 13, 2013
    Posts:
    226
    I really buy a lot of assets
    However, in recent has reduced the asset purchase
    because support of the asset was discontinued
    So I am careful when buying products

    I am Very carefully watching the product In comparison with competing products

    I would like to suggest one

    This asset should be able to generate a random map

    I know this product is a map editor

    But the really attractive features should be added in order to be really attractive product

    Map editor and map generator should be integrated

    This is just my opinion

    But I hope the asset developers with the ability dream come true

    I think you are a developer with such capabilities
     
  14. dylan92

    dylan92

    Joined:
    Jul 10, 2012
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    @thedreamer: Thanks for the suggestion. Procedural map generation is a very game specific task. While you could definitely extend the Snappy Map Editor to support procedural map generation, defining a universal rule-set to work with any game would be impossible. When I started working on this project nearly a year ago I wanted to make this map editor as open and extendable as possible to work out of the box with most projects and have the ability to be tailor-made to suit others. I don't think procedural map generation is a feasible feature without seriously restricting the objects that you can use in the map editor.
     
  15. dylan92

    dylan92

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    Jul 10, 2012
    Posts:
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    Version 1.4 has been released! This update includes some fixes and Unity 5 support. The web player demos have also been updated.
     
  16. SkermunkelStudios

    SkermunkelStudios

    Joined:
    Dec 29, 2012
    Posts:
    156
    Is there any way to decrease the size of SME's Grid and Object Snapping? I am working on a project that requires a bit more precision thaqn just 1m. Ive tried working around this problem by dividing the snapping values in the Obstruction Object script, but no matter what I try the snapping just seems to get even more wonky and unreliable. Thanks in advance for any help or advice on the matter.

    It also seems to be quite a hassle when trying to place Objects with Rigidbodies on them as the Obstruction objects also have their own rigidbodies.

    UPDATE: THanks so much for the email Dylan, Ive been able to settle the Scale and Ive come up with a scale that is almost perfectly proportionate to my objects real life scale and Ive also found the gravity, weight and force settings necessary to give my objects realistic and accurate physics behaviour.

    The only thing Im struggling with now is figuring out a way in bypassing the physics conflict that I am getting betwwen my physics objects and the obstruction object. Thanks again for all the help so far and apologies if I perhaps came off a bit rude in my original post, Ive been up for almost 24 hours trying to figure all this stuff out and get it perfected but my crankiness isnt an excuse to be rude, I apologise :(

    Hopefully I can figure something out to get the physics problems sorted, thanks again for all the help so far Dylan if you have any advice or help that you can shed on my physics conflicts it would immensely appreciated.
     
    Last edited: Oct 14, 2015
  17. dylan92

    dylan92

    Joined:
    Jul 10, 2012
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    32
    The Snappy Map Editor is part of the Level 11 sale for November! Get it now while it's 50% off!
     
  18. Greg-Bassett

    Greg-Bassett

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    628
    Will you be adding mobile platform support any time soon? e.g touch input...
     
  19. dylan92

    dylan92

    Joined:
    Jul 10, 2012
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    There are no plans for mobile support at this time. I think it would be feasible to make the 2D version of the Snappy Map Editor work on mobile, but the 3D version would be a challenge.
     
  20. Greg-Bassett

    Greg-Bassett

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    I will PM you...
     
  21. widnig89

    widnig89

    Joined:
    May 28, 2014
    Posts:
    1
    hi, i am interesting to buy this asset.
    but first i have to know something due to the workload:
    how do you manage the creation of gameobject previews during runtime. Does this work automatically, or do I have to attach a generated texture on each prefab, or some work for each exiting prefab?
     
  22. dylan92

    dylan92

    Joined:
    Jul 10, 2012
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    32
    The prefab previews are generated automatically in the editor. All you have to do is press a button and it will save an image of each prefab.
     
  23. ceospet

    ceospet

    Joined:
    Nov 12, 2014
    Posts:
    2
    Hi,
    I bought and integrated it quickly. I like it very much but have some qestions:

    - I checked the XML level descriptions and noticed that for some tiles, even if the Obstruction size value are absolute, the values in the XML are not. Is that a bug?

    eg.
    [...]
    <Prefab>
    <Name>Level_tee</Name>
    <Pos>
    <X>6.006542</X>
    <Y>3</Y>
    <Z>1.99999988</Z>
    </Pos>
    [....]

    - Would it be possible to have the menus be in World space? since in VR mode eg. the ScreenSpace does not show up.

    - Would it be possible to expose at lease some values of the gameobject to be edited in the editor. In the beginning an enum would be ok just to select in a dropdown and give the tile a certain context / behaviour which we can handle in code. That would be great!

    Best,
    Mark
     
  24. dylan92

    dylan92

    Joined:
    Jul 10, 2012
    Posts:
    32
    Hi Mark,

    The Obstruction size values are stored as integers but they are not included in the saved XML file. The object's position and rotation is saved in the XML as a series of floats. Unless you have the "Snap to Grid" flag set on the Obstruction, it's very possible to get the result you posted.

    I'm actually not exactly sure what is involved to convert the UI from screen space into world space. I'm guessing you would need a separate camera to render the UI. I can look into it.

    It's pretty easy to save custom properties in your map file. All you need to do is override the "SaveMapToXML" and "LoadMapObjects" methods in MapManager. I chose to only save position and rotation for each object in the map because that's all is needed for most prefabs and to keep the Snappy Map Editor flexible with a variety of projects.

    Also, feel free to email me if you have any more questions

    Best,
    Dylan
     
  25. toto2003

    toto2003

    Joined:
    Sep 22, 2010
    Posts:
    528
    hi dilan
    your asset look very good, i can imagine this for mobile as well, do u have any plan for that platform? even a simple one? the 2d option seem fine for me tho.
    CHEERS
     
  26. Karmeck

    Karmeck

    Joined:
    May 26, 2016
    Posts:
    2
    can I place switches with this editor, like one switch here and then set up with in the editor that this switch will turn of that force field over there.

    and maybe add a key for moving the height of the object placement up and down so i don't have to go advanced just because i want to add something at an higher level.

    A way to highlight objects either for deleting more than one object at once or for copying more than one object at a time. Like hold alt and click items you want to highlight and then press delete to remove or control and then click and hold then dragon on a highlighted object to copy them (good for then crating a fence/barriers.
     
    Last edited: May 29, 2016
  27. yohami

    yohami

    Joined:
    Apr 19, 2009
    Posts:
    124
    Is this still alive?
     
  28. bariscigal

    bariscigal

    Joined:
    Oct 26, 2009
    Posts:
    46
    I too wonder if this is still alive? No updates after 2015? 2017.1 upgrade causes an error.