Great work! I just bought the pro version from your site in order to have this feature in my unity projects. Is there any update about the navmesh creation feature when loading the TiledMap?
How does it look if you move the camera across the tilemap?
I started writing my own Tiled parser, but realized I didn’t know how to store and render the tiles properly inside of Unity so I bought UniTile instead, but working with that I’m unable to get rid of the gaps between the tiles, which seems to be a problem with having tilemaps in a 3d engine and not UniTile itself. Unitile offers the option to overlap tiles in the tilemap to remedy the problem, but this made the tiles look soft and didn’t appear to fix it.
The gaps appear very rarely and they mostly seem to appear when the camera y-position is a whole number and not a decimal.
I guess what I’m asking is how does this look in Orthello?
started the sample application (that shows the imported tilemap)
while running , manually moving the camera object in the scene
no tearing in the game view while the camera is moving
I dont know if this test is representable but , looks like no tearing here.
but … Because of the painter alogorithm that is used for all Orthello objects,
the tilemap ‘automaticly’ never lands on even units/pixels, there is always a decimal
So I have the basic example tile map from the example with an animated sprite that walks around the screen.
The example tile map has some collision boxes setup already. If I wanted them to stop the character from moving, would it be a code solution or is there some box in Unity that needs to be checked.
I’m an intermediate programmer but new to unity, just looking for some general advise in which direction to go.
implement your character sprite.onCollision or sprite.onEnter delegate so that you will be notified that you collide with or enter the/a collision object.
Dont forget to set your sprite.collidable to true, and make sure the sprite’s collider is at the right sprite.collisionDepth , so it will touch the other objects colliders.
if you record ( in a seperate script for example ) the previous ‘valid’ position, you should be able to reset your character back to this previous position when a collision takes place.
if you would have fast moving object or characters, you wil have to calculate the vector towards the last valid position and move your fast moving object back until it is not ‘touching’ the other collider.
First, how do I get multiple layers of tile depth to look right? It seems like the whole map renders at the average depth of the layers…so, if I have some layers in front of my character and some layers behind my character (my character was created with Orthello), I will either get all layers in front, all layers behind, or a flickering issue, like a whole-object z-fight (not the usual z-fight, I mean the entire object is on top or the entire object is hidden). In other words, I will not get correct depth testing, the whole map appears to have a single depth level. If I turn layers off and import only foreground or only background layers, it works fine. EDIT: What is particularly odd here is that this only applies to Orthello objects - geometry from non-Orthello objects will still render correctly with respect to depth.
Second, is there a way not to have to import my tileset with the map? If I change something in a tileset, I’d like not to have to re-export all my maps manually. If not, then I guess this is a feature request - please let me import TSX files.
Third, is there a way to import parallax layers, or should I do those layers as separate objects or something?
EDIT 2: Actually, I have an even more basic question. I’m importing a map. I want to align it with the upper-left corner of my existing level. I change the pivot point to BottomRight, and it lines up just fine. Then I run the game, and the pivot point still says “BottomRight” but the actual pivot point values are reset to (0, 0) and the geometry has moved accordingly. From this point on, I have to move it manually. What am I doing wrong here?