Hey everyone,
I want to build an isometric room in Unity and make it possible for the character to move in this room.
But I can’t figure out how to properly import the parts of the room I drew (sprites).
So I have an isometric room drawn in Adobe Illustrator:
Note: I don’t want to import this room into Unity as a vector .svg format. I want to export it first to the bitmap format .png.
And I’m stuck at this point. I can’t figure out how to properly divide this room into parts (and export each part of the room separately in .png format) in order to put it back together in Unity.
Note2: To do this, I also want to use the isometric tilemaps system in Unity.
So, first I create a 2D Object->Tilemap->Isometric:
Then, I change the sort order as written in this documentation: Isometric 2D environments with Tilemap
So, now I have this hierarchy of GameObjects:
(I also changed Grid Cell Size aspect ratio to x: 1, y: 1/sqrt(3)), since I drew the isometry at 30 degrees angle)
So, how I tried to divide the room into parts:
(honestly, I’m already stuck at the stage of building the floor of the room)
- I was trying to separate the floor from the lower side walls of the room:
But it turned out to be very difficult to put this together in Unity:

To make everything connect correctly, I tried to import all the sprites at the same scale and the same size (100 x 58 px):
But I have a problem in Unity. I can’t connect these parts correctly
I set all these sprites to pixels per unit, the same as their width: 100. And set the pivot value in the center (0.5, 0.5)
I guess the problem is related to the fact that the left and right walls/covers should have different values of pivot.
But I don’t want to fit these values. I want everything to connect from the “box” with the same value of pivot.
Perhaps someone knows how to properly create sprites (what size, maybe leave more size for transparency)?
- I was trying to combine all three parts of the floor as a single block/tile/platform and export it as a single sprite:

So, I created a tile of size (100 x 88 px):
I exported this to Unity and it works well. The floor tiles are connected correctly.
But after that I wanted to create the left wall of the room:
I exported the left wall as a sprite with the size: 76 x 102 px. I set the same value of the pivot element as the floor (0.5, 0.5).
I created a second Tilemap object and set its “Order in Layer” value to 1. But I couldn’t connect it correctly in Unity. The wall slides off the floor and goes beyond it:
Thus, I have the following questions:
- What is the best way to divide a room into parts so that it fits perfectly into the unity?
- Also, what size should the sprites be so that I don’t have to adjust the pivot value for each of them ?
I think it might be worth giving up using Tilemap. But it seems to me that further changing the room will be difficult to do. For example, it will be difficult to make a room door and animate its opening. Therefore, I think that the room should be built from parts.
Also, I noticed that when I connect several tiles together in Unity, there are translucent seams between adjacent tiles

I think this is because the tile is created at a 30 degree angle and because I export the tile with anti aliasing enabled:
But if I turn off anti aliasing, the tile edges will look ragged. I can remove the seams between two tiles if I lower the pixel per unit value from 100 to 99 or less. (Note: tile size: 100 x 58 px). The seams will disappear due to the fact that adjacent tiles will overlap on top of each other. And I think this solution is very bad. Perhaps someone knows the better solution ? To make the tiles connect together perfectly ?
Please help me, I have been trying to find a solution to these problems for a very long time, but unfortunately I was not able to do it(
























