I’m building a very simple 2d tile map. It just spawns a few different grass tiles in random locations here’s what it looks like:
public int tileHeight; //y
public int tileWidth; //x
int tileHeightCounter;
int tileWidthCounter;
public GameObject[] floorTiles;
void Start(){
tileHeightCounter = 0;
tileWidthCounter = 0;
while(tileHeightCounter < tileHeight){
Vector3 tileSpawnPoint = new Vector3 (tileWidthCounter, tileHeightCounter, 0);
GameObject groundTiles = (GameObject)Instantiate (floorTiles[Random.Range(0, floorTiles.Length)], tileSpawnPoint, Quaternion.identity);
groundTiles.transform.parent = transform;
if (tileWidthCounter == tileWidth) {
tileWidthCounter = 0;
tileHeightCounter++;
}
tileWidthCounter++;
}
}
I’ve run into two problems-
say your tileHeight is 10 and your tileWidth is also 10 then the map it generates should be a 10x10 with 100 total tiles randomly distributed.
Instead two weird things are occurring the first is that if your map is 10x10 it actually generates a 10x9 meaning it stops one layer short on the y axis.
The second is a grid(grass tile) is being created at 0,0 but the rest of the map is being created with at least x being 1 meaning that the map has a single tile attached to the bottom left sticking out.
I’m a bit confused as to whats going on here or how to fix it.
Any help is much appreciated.