The introduction of Unity’s 2D Tilemap System creates a great opportunity for aspiring indie developers and game studios around the world to save time prototyping and building out quality 2D games. Without this system, you could spend days, possibly even weeks, programming your own tilemap system or customizing someone else’s to work for you. And […]
when you drag the sprites from a sprite sheet, they get all rearranged
to fix this: drag the parent sheet to pallete. instead of dragging all child sprites
then the pallete layout will match the sheet layout
Thanks for pointing this handy tip out. This is great! Also super useful to know that you can opt to reuse the existing tiles and just have it rearrange everything.
At the moment we don’t have anything imminent planned for a 2.5D tilemap tutorial. I will however raise this as a request with my fellow Unity team members :]
It’ll get added to our ideas board and will have to pass a vote / popularity vote first though, so no promises I’m afraid!
Hi, i have some problems when i want to apply a tilemapCollider in my tileMap when i have transparences. In this case, my collider considers alpha-channel. See the image below…
This is indeed possible. You just need to use the Sprite Editor for the main tilemap spritesheet, locate the tile that you want a custom shape collider for, and then edit it in.
Check out these screenshots I did that illustrate the process for a sample tile…
Select the sprite editor and then choose a tile to edit. Click the dropdown and choose “Custom Physics Shape”
On the tile you have selected you’ll see a small white outline appear. Click and drag nodes on it around to define your shape then click Apply when you’re done.
Paint the tile down using your brush tool on a layer that has the Composite 2D collider and Tilemap collider 2D components on it (as per the tutorial setup for collideable tiles) and you’ll see your custom physics shape take affect for all tiles painted with that pallette tile item.