[RELEASED] - proTile Map Editor

Hello fellows,


PS: Discussion is now moved to the new thread with the second version: proTile Map Editor 2 - Powerful tile based map editor + runtime support - Community Showcases - Unity Discussions

I would like to announce my Unity Editor Extension - proTile Map Editor that I’ve been working for quite a while!

Feature list:

  • Different types of painting Tiles (Standard, Mass, Continuous).
  • Tile-Connections: will connect roads, walls and similar assets for you.
  • Tile Randomizer.
  • Patterns: Build once, place multiple times.
  • Performance and size optimisations.
  • Editor for categorizing your Tiles.
  • Different camera setups. Fits different 3D/2D type of games.
  • Easy to Load and Use maps.
  • Supports different size/scale Tiles.
  • Works with Unity Free and all platforms.
  • Fits for regular map making, not only tile based.
  • It’s open source, so you can change code or use API in game.
  • Documentation, examples and more!

Best is to watch Video Presentation:

Some screenshots:

v1.4 UPDATE

Video

v1.4 Update includes:

  • Tile Randomizer. Randomize your tile prefabs / rotation when building.
  • New and better Mass Builder. Ability to mass build vertically.
  • Better support for Lightmaps.
  • New and better Eraser.
  • Define map scale when loading.
  • Better optimization and performance.
  • Better experience in general and other improvements (eg. saving options, camera position, etc for each map).
  • Better support for 2D/Quads.
  • Very fast Editor loading.
  • Some bug fixes and other improvements.

For documentation and more info visit: http://www.protilemapeditor.com

Asset Store link: Unity Asset Store - The Best Assets for Game Making

Let me know what you think and Enjoy!


PS: Discussion is now moved to the new thread with the second version: proTile Map Editor 2 - Powerful tile based map editor + runtime support - Community Showcases - Unity Discussions

UPDATE: Version 1.08

Fixed: Very minor issue with MapLoader Component (now loading maps at runtime should work for all platforms without any issues).
Improved: Better Documentation.

Nice!

iOS performance?

@ProjectOne, thanks!

Regarding iOS performance, it’s working very well. I’m actually using it for my mobile RPG game. It might require to do some loading tricks if you want very huge maps but it supports LoadMapAsync() so you can load other map parts while game is running.

Then… 2 x Nice! :slight_smile:

I saw the movie 3 times , awesome.

but would hte following be possible to add in a future release.
"power of 3 " tilesets , ie , bottom middle and top sections,
and a random tile option. so if I have 5 different grass tile and use the mass fill option I will get 1 map with pure randomness :slight_smile:

@Hoegbo, thank you. :slight_smile:

Regarding “power of 3 tiles”, I’m not sure what do you mean. I do support different size/scale tiles it only depends on how you setup your pivot point, for example: http://protilemapeditor.com/wp-content/uploads/2013/09/MakingTiles_01.png

About “random tile option” it’s already on my todo list, it will be released in some upcoming updates. Not sure when yet, trying to figure out how to make a really nice set-up for them. :slight_smile:

Purchased, very cool little tool. I was actually making something similar for a friend, so this will save us some time. :stuck_out_tongue: Thanks for building this.

-Dane

to take a few examples, for vertical , House ,
split in 3 parts as seen in the picture below
bottom , middle and top (not counting the roof in this case. the middle part could repeat it self.
then you could just use the mass fill with a set height option and voila instant building.
or if you think horizontally , like a road where you can have top and bottom tiles set to random so you get if you want to have the rugged dirt road look like in the 2nd picture. ’
or you could make a river ,with either horizontal or vertical versions. add cross overs like widening the road. build cliff overhangs/boulges by building outwards or invards.

I am very very very bad at explaining as I thing half and say half , but I hope I came a cross slight

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@DaneC020, thank you very much!

@Hoegbo, regarding when building in vertical you can easily do that. You can either make some patterns with your building and build them using mass build or you can handle vertical just by building with mass always on top (mass build handles any top position, so you can use mass build on top of your objects). For randomising, that is something in my todo list.

For streaming maps, you can use LoadMapAsync() and you can set map offset to be loaded, so you can have huge map (which is made from different maps) and stream it while playing.

Just released update v1.12.

Release Notes

  • Support for non-renderer tiles (when making triggers and similar).
  • Exposed “enable/disable Snap on TOP” in runtime Options.
  • Fixed default offset for map loading.
  • Ability to change speed of LoadMapAsync in function and improved loading in general.
  • Better support for plane/2D or very small tiles.
  • Improved performance and documentation.

Is it possible to take 2D tilesets and make a 2D plane tilemap using this plugin?

It’s possible to use 2D tiles to use this plugin but if you have an atlas you will have to make each tile separated on your own.

This looks amazing!

You mentioned that it “Fits for regular map making, not only tile based.” Does that mean it can be used, for example, with a Unity terrain?

very nice

It should work with terrain if you change grid object to terrain and put in the exact place and add collider + tag. But by default I did not intend to make it work with terrain but it is possible with some tweaks.

@im, thanks!

Hi there, I have 2 questions:

Is it possible to change / delete or add tiles within a game (when you’re playing?) for like in a building game. And have the walls or roads automatically allign?

Can I make new tiles easily (also the wall and road tiles)?

Question: Does it support adding tiles that aren’t snapped? In the video it looks like the chairs are rotating smoothly but I don’t see a single tile that is placed off kilter. Is that possible?

Hi, yes it’s possible. You can turn on/off snapping for X/Z axis, so you can place object however you want.