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TileWorldCreator - Create beautiful tile maps in Unity

Discussion in 'Assets and Asset Store' started by GiantGrey, Feb 5, 2015.

  1. thanhle

    thanhle

    Joined:
    May 2, 2013
    Posts:
    162
    I found a big problem with TileWorldCreator
    The setting is not save when close Unity !
    I think My problem Same Chaosgod_Esper

    When you setup the setting in Procedural objects then you save the scene , every thing is good ! ...you can change the scene then reopen it have been save... But when you close unity then you reopen it .. the setting will be reset

    error.png

    Current i fix by the Way :
    remove that object then drag and drop again then setup the setting for it ... then save scene
    ( but this setting will never edit because if you close unity it will back to the setting you have been save before )
    If you want edit and save new setting , you need remove this object then drag and drop again
    (the setting just save one time when you drag and drop a new object )

    I think this is Big Bug ... and it need to be Fix !
     
    Last edited: Sep 20, 2017
  2. haim96

    haim96

    Joined:
    May 24, 2013
    Posts:
    107
    is it unity 2017 ready?
     
  3. Chaosgod_Esper

    Chaosgod_Esper

    Joined:
    Oct 25, 2012
    Posts:
    295
    Found an annyoing Problem, too..

    I updated my TWC last Day and tried it out again, after i bought it 2015..
    As a Feature inclued, you should be able to offset Layers to fit non-uniform Tiles...
    My tiles have a Unit Size of 1x4x1 (100cm * 400cm * 100cm)

    So i set Block offset to 3 and tried a Build with my Walls..
    This happens:

    And, this is wrong..
    The green Faces should be on the same Level as the blöue Faces of the layer below.
    here is an Image of the correct Offset thing.. i made by hand via adjusting the Transform Y in the inspector:


    Is the offset broken?


    Update:
    Currently i have a workaround for that.. by adding this two Lines right at the Start of InstantiateBlock in TileWorldCreator.cs:

    Code (CSharp):
    1. //LayerOffset Generator
    2.             origin.y = origin.y + (3.0f * _layerIndex);
    It´s just a workaround.. so.. can we please have a scaleable float in the TWC Editor, to adjust the height offset (here 3.0f)?
     
    Last edited: Jul 4, 2018
  4. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,511
    Is this asset still supported?
     
  5. RivenWork

    RivenWork

    Joined:
    Nov 11, 2015
    Posts:
    10
    obviously not..
     
  6. Gamingbir

    Gamingbir

    Joined:
    Apr 1, 2014
    Posts:
    194
    hey I was wondering if anyone used this tool to create side scroller levels for 2.5D games like this game

     
  7. GiantGrey

    GiantGrey

    Joined:
    Jul 2, 2012
    Posts:
    261
    Yes this asset is still supported! In fact, we've released version 3! Which is a complete rewrite from scratch with lots of improvements and new features! :)
    Check it out here:

    AssetStore | Forum | Website

     
  8. Gamingbir

    Gamingbir

    Joined:
    Apr 1, 2014
    Posts:
    194
    feels awkward to get version 2 only to get depreciated.
     
  9. GiantGrey

    GiantGrey

    Joined:
    Jul 2, 2012
    Posts:
    261
    As a version 2 user you can upgrade to version 3 for a special price. You can also still download version 2 from the package manager.
    Version 3 has been rewritten from scratch, we've put a lot of hard work in to this new version with plenty of new features and tilesets. We're also supporting and constantly updating TileWorldCreator since it's first release in 2015!
     
  10. salandananjm

    salandananjm

    Joined:
    Mar 19, 2021
    Posts:
    9
    Hi! Currently considering using Tile world creator 3 for our project. I have a question before we start looking into the package though, do you think it would be possible to do a semi-procedural level generation?

    To expound, we will procedurally generate a level via BSP, but will use preset-manually designed rooms instead of a fully procedural one. Would this be possible?
     
  11. GiantGrey

    GiantGrey

    Joined:
    Jul 2, 2012
    Posts:
    261
    Hi! Yes it is possible to create semi-procedural levels thanks to the layer system.
    Let me explain this a bit more: So for example you can create a blueprint-layer which only contains a paint generator, with this you can manually paint a map (for example some walls/rooms). Then you can create a second blueprint-layer which procedurally creates the ground by using a cellular or bsp etc. algorithm.
    So basically every blueprint-layer generates an "output map" how this map looks like depends on the generatos (procedural or manual algorithms) or modifiers (add, subtract, shrink etc.) which you add to each blueprint-layer.

    Then you have the "build" layers, these layers are responsible for actually building the map (instantiating tiles) based on the assigned blueprint-layer and tileset.