Damn, I cant handle unity... Failing somewhere

Hi, thing is that I have this small console project from years back, I return to this project about once a year :smile: (yeah, its roguelike clone because there isn’t enough roguelikes :slight_smile:

So far I have LoS, pathfinding, simple menu system, dynamic memory management for maps (maps are are genereted from 10070 ascii maps to 10k7k with automatic yet simple terrain generator that generates diamond square terrain, add little noise and gausian blur:

+one spell already!:

But for some reason I would like to make it sprite based, I planed to use OGL but friend of mine hyped unity so why not…

But its hard, I have no idea that happening there in code, even that my own project is c/c++ and I do know little bit of it, I followed unitys 2D roguelike tutorial and I still have no idea of it, I was able to start 2d roguelike after I commented a lot of its’s code away, leveltext stuff for example.

For starters, It would be really helpfull if there would be really simple way to draw 2D sprite… I think I could continue little bit after that.

look into tilemaps (because drawing those maps from individual sprites would be too slow)

there’s paid one in asset store and free example snippets in forums and seen in github..

or if you just want to test out, there is experimental “beta” version with builtin tilemap support
https://blogs.unity3d.com/2016/06/13/2d-experimental-preview/

To “draw” 2D sprite

  • import your image into unity (drop into Project - window)
  • set texture import settings as Sprite
  • drag n drop the image into scene (adjust position to 0,0,0)
  • done..now you can move the sprite with script, by changing transform.position Unity - Scripting API: Transform.Translate
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yay, atleast simple terrain was quite easy.

But If I understood LoD right, unity doesn’t do re meshing automatically (user had do wrote code for that, and I’m not skilled enough) so I had to have low polygon models made before?

in a big map, I had to slice it to smaller parts and generate terrain elevation to all of them and just load them while moving. Like that:


But doesn’t that make seams to map (normals doesn’t go smooth)?