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Question unity tilemap custom sibling rule tile not working

Discussion in '2D' started by susdrip, Mar 27, 2023.

  1. susdrip

    susdrip

    Joined:
    Aug 20, 2021
    Posts:
    2
    Code (CSharp):
    1. using System.Collections.Generic;
    2. using UnityEngine;
    3. using UnityEngine.Tilemaps;
    4. using static UnityEngine.RuleTile.TilingRuleOutput;
    5.  
    6. namespace Assets.Scripts.Tiles
    7. {
    8.  
    9. //not mine
    10.  
    11.     [CreateAssetMenu]
    12.     public class ruleconnect : RuleTile<Neighbor>
    13.     {
    14.         public List<TileBase> Siblings = new List<TileBase>();
    15.  
    16.         public override bool RuleMatch(int neighbor, TileBase other)
    17.         {
    18.             switch (neighbor)
    19.             {
    20.                 case Neighbor.This:
    21.                     {
    22.                         return other == this || Siblings.Contains(other);
    23.                     }
    24.                 case Neighbor.NotThis:
    25.                     {
    26.                         return other != this && !Siblings.Contains(other);
    27.                     }
    28.             }
    29.  
    30.             return base.RuleMatch(neighbor, other);
    31.         }
    32.     }
    33. }
    is there any explanation for why this is not working. i have tried many diffent scripts but they all seem to not work.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,689
    It doesn't matter how many times you write "does not work," it is NOT a useful description of a problem.

    How to report your problem productively in the Unity3D forums:

    http://plbm.com/?p=220

    This is the bare minimum of information to report:

    - what you want
    - what you tried
    - what you expected to happen
    - what actually happened, especially any errors you see
    - links to documentation you used to cross-check your work (CRITICAL!!!)

    You may edit your post above.

    If you have no idea what is happening, fix that first.

    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. susdrip

    susdrip

    Joined:
    Aug 20, 2021
    Posts:
    2
    that would not apply to my case
     
  4. ChuanXin

    ChuanXin

    Unity Technologies

    Joined:
    Apr 7, 2015
    Posts:
    1,068
    @susdrip Could you share what "Neighbor" is in your code? That would help a lot for this, thanks!