this looks unbelievable
Thanks!
Here’s a friendly reminder that today is the last day of Map Graph’s’ release sale!
So if you want a tool to easily create your own random map generators in Unity, this is your chance to get Map Graph at half the price!
I’ll pick it up off sale, homie.
Much appreciated!
It turns out Unity has to approve any price changes, so until that happens Map Graph is still 50% off!
The release sale has ended.
I want to thank everyone that participated!
I’m grateful for all the positive feedback you all gave me and I hope Map Graph will help you create lots of cool things.
I plan to continue development on Map Graph for a long time to come so it will help you make even cooler stuff in the future!
Map Graph v1.1.1 is now available.
This is a minor update that addresses some issues with the sample project installer.
Changes:
- Improved the sample project installation script, so that it doesn’t trigger errors when installed in a project using the 2D template.
- Made changes to “New Update” window to put more emphasize on the backup notice.
- Added a text file in the folder where the Samples.unitypackage file is located, containing installation instructions.
Check out the complete changelog here.
Development of v1.2 is well underway and will introduce a new node and new inspectors for the Map Graph assets, allowing for the sorting/renaming of parameters, named colors, etc.
Hi,any news about V1.2?
It’s taking a bit longer than I anticipated, but v1.2 should be coming in the next week or so.
Are you running into any issues with v1.1.1 that you need help with?
not yet,just curious;).
Last Month I say that is about:
Tile world creator can generate map using 5 different tile(Auto calculate what tile to use and the rotation)
I search all node in map graph but can‘t see the node to calculate 3d model tile rotation.
if Mapgraph can handle 3D tile rotation it would be very helpful for 3D tile map generation
You can achieve this by using Unity’s rule tile system. In the sample project there are a couple of examples that use this system. These are 2D examples, but this can easily be used for 3D as well.
For example, if you look at the sample project (info on how to install the sample project can be found here) and select the rule tile located at “Samples/Graphics/Dungeon/Tiles/Dungeon Wall”, you’ll see the following inspector. For 3D, instead of filling the sprite fields (1), you’d fill the Game Object fields (2) with your prefabs matching that rule.
On the Map Graph side of things, you’ll want to make a Tileset instead of a Prefab Set and make some slight adjustments to your graph to use that Tileset and generate a Tilemap from it (instead of using a Prefab Set and generating GameObjects from that).
In order to use rule tiles, you’ll need the 2D Tilemap Extras package (don’t let the name fool you, it’s equally useful in 3D! :))
For the sample project that package is installed automatically, but for you’re own project you’ll need to install it through the package manager, if you’re using Unity 2020.1 or greater (how to that is described here ) or through the Git repository, if you’re using an older version of Unity (as described here).
You can find more info on how to use Unity’s rule tiles here.
This should be all you need to get the result you want!
Here’s a couple of additional tips that might help though:
- You’ll probably want your tilemaps to exist on the z-plane. You can do this by selecting the their parent grid object and set its Cell Swizzle to XZY.
- You can set a tile rule to rotate, so you don’t have to create differently rotated versions of the same prefab:
I hope this helps. Please don’t hesitate to let me know if something is unclear or if you have any questions!
Thank you! I will try it!
Maybe it is late but I wish you have a nice new 2021!
Thanks! You too!
Hi~Whether to support tilemap Hexagonal ?
Do you mean if Map Graph can generate maps with hexagonal tiles? If so, then yes! Map Graph can generate Unity tilemaps, which support hex tiles.
It’ll work the same as the square tile examples. Only difference would be that you need to set the tilemap’s grid layout to hexagonal and create a tileset containing hexagonal tiles.
Does that answer your question?
Yes, that’s great.
Great! Please let me know if you have any other questions.