Hey everyone, I need to find a way to create tile maps within Unity for a 2D pixel art platformer. There are a lot of options out there for how to do this, but I have some stipulations. These maps must:
· Be able to be very large without causing slowdown*
· Be made out of many small individual sprite objects that:
o Come from one or more sprite sheets
o Line up exactly within the Unity scene, so that the background is never visible between them**
o Once placed in a scene, can have components added and deleted like any other gameobject
o Can have their positions within the scene edited within Unity without causing problems
I’ve scrounged a few messageboards and it seems like the Tiled editor is what keeps getting pointed to, but it seems the only ways I’ve seen for that to work with Unity force you to build the entire tile map and then import the whole thing as a prefab, which doesn’t let you work with individual tiles within Unity scenes. This of course fixes the problem of slowdown (the map is one object instead of 50,000), but it doesn’t allow editing within Unity.
Thanks, any help or pointers you can give would be super appreciated!
- I realize this might be a problem external to the building of the map itself, possibly involving disabling certain components once objects are out of the camera’s frustum, but I’m not sure.
**Unity’s object placement within a scene isn’t pixel-perfect, so any time I try to make my 16x16 or 32x32 sprites line up, it looks pretty bad. I downloaded Pixel Perfect to fix this, but it seems to cause collision problems if it’s on two objects that are colliding.