We are excited to bring you the 2D Experimental Preview 4. This release is primarily focused on Tilemap. Along with Preview 4, we are including a really cool demo project, RoboDash.
The RoboDash demo project was a prototyping experiment to test workflow and also create an example of using Brushes and Tiles in a development scenario. We had one developer work with an external game artist for a few weeks to create the prototype with a primary goal of using brushes and tiles setup to make level building for artists and designers faster and more fun! So check out the demo project for what was achieved.
An important thing to note - This demo project was developed as a fast prototype, so the game-play code itself is not optimized, it contains some not so good practices and was only used as a base game. With the base game, we could start creating a setup, where a developer would create Brushes and Tiles for a level artist or designer to quickly create game levels. That said, the Brushes and Tiles are the actual examples to learn from - the rest of the demo project should be looked at with caution.
Tilemap Improvements and Breaking Changes
We have made quite a few improvements and changes to the Tilemap features in Preview 4. Unfortunately to provide some of these improvement, there are some breaking changes - Check below for what these are.
Tilemap Changes
- Store changes for script instances of GridBrushes
- Added support for Masking with Tilemap
- Added immediate updating for TilemapCollider2D without use of CompositeCollider2D
- Moved Grid color to EditorSettings
- Moved TilemapRenderer focus mode selection to SceneView window
Major changes in Tilemap Palette
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Moved UI elements for better user experience
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Added painting target dropdown to Tilemap Palette
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Add Move tool
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Select a selection of tiles with the Select tool and move the selection using the Move too
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Removed multi-layer painting from Tilemap Palette
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Added Palette Asset to differentiate prefabs from Palette prefabs
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Use Palette Asset to determine sizing for Palette Grid
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Load all Palette Assets in project to Tilemap Palette on start
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Added mouse cursors for different Tilemap Palette tool modes
Tilemap API changes
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(GridBrush) Changed IGridLayout => GridLayout
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(GridBrush) Changed painting target from GameObject[ ] to GameObject
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(GridBrush) Add CustomGridBrushAttribute to control GridBrush behaviour in the Tilemap Palette
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m_HideAssetInstances: Do not show asset instances of GridBrush in palette
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m_HideDefaultInstance: Do not show script instance of GridBrush in palette
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m_DefaultBrush: Set this as the Default GridBrush for the palette. Only one GridBrush should be set as the Default GridBrush
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m_DefaultName: Set this as the name for the script instance of the GridBrush
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(Tilemap) Tilemap does not inherit from ITilemap
Tilemap Breaking Changes____
- (Tile) Change serialised names for Tile members
- (Tilemap components) Change Component Ids for all Tilemap components (Tilemap, TilemapRenderer, TilemapCollider2D)
While we can’t support backward compatibility for experimental projects - here is something that my be helpful.
2D Experimental Preview Download Assistant
This build is the 2D Experimental Preview 4 build. The version displayed is Unity 2017.1.0x2-2D Build. As we iterate through improvements, changes and fixes, we will release more previews.
Warning!!!
Project backward compatibility between Experimental Preview versions is NOT GUARANTEED. Always backup your project before upgrading. Preview features here are not production ready, please DO NOT use this build for your final production. Experimental features may be discontinued/dropped.
Download the build from here:
Updated May 11th 2017
Windows Download Assistant
Mac Download Assistant
Preview 4 (RoboDash) Demo Project
This Demo WILL ONLY work with the 2D Experimental Preview 4 build.
Demo Project
Some vIdeos on the demo project are in this thread.