The only options to preview a tile is, showing the tile or, if you attach a prefab with a sprite renderer to a tile, you can choose to display the prefab preview instead through the Tile Property Window.
For the last question, I am not sure if I understood you. Do you want to paint a set of tiles like painting a single tile? That is not possible, but you can use the Tile Views to save a tile configuration and you can attach any prefab to any tile to instantiate the different objects like spawners and use a sprite renderer with any icon to show it in the tile palette. Just remember to add the logic to hide the icon on instantiate or during game play.
Essentially I want a preview icon without the needs of attaching a SpriteRenderer to said prefab as it is just a logic object and shouldnât be visible to the player.
You can use the tile where the prefab is attached as preview.
By default, the tile is not rendered if there is a prefab attached.
You can check it in the Tile Property Window.
Feature request:
Ability to start the tile ID at some arbitrary number per tileset.
All my tilesets start at 0. I want one to start at 0, another at 650, and another at 1500 (for example).
Reason: I have a lot of tiles across several tilesets and I was using tile IDs in a database as an index, but I canât have repeating ID numbers as I now have. As far as I can tell there is no way to set what number the tile ID starts at per tileset. It always starts at 0.
I guess I could lump all my tiles into one massive sheet but boy is it ever going to be big.
Edit: I can probably set up a schema in my database to handle this. That might even be the preferred method. Still would not be a bad feature to have if itâs possible.
Hey there,
someone already tried to Export map data?
i use this asset for my 2d multiplayer (Server/Client)
Player can build stuff and that will synchronized and stored (save) in Server database (mongodb)
when a new Player Login he will get updated from Server (load)
so e Need to save serializated data.
if someone already worked on this and can help me i would be very thankful ![]()
best regards
Is there someone familiar with this that might be able to help mentor me in using it for my project? I would be happy to pay for the help.
Check this out. It may help:
https://creativespore.com/2018/07/03/how-to-iterate-a-tilemap/
If you need more help let me know.
That would be complicated to do without changing the workflow a lot, so it wonât be possible in a short term.
Not sure what you need help with. With the tool or with the tileset?
Hi! I have an issue with the playmaker for STE Actions
Assets/PlayMaker4STE/Scripts/TilemapActions/SetTilemapChunkRendererProperties.cs(61,25): error CS1061: Type CreativeSpore.SuperTilemapEditor.STETilemap' does not contain a definition for UpdateChunkRendererePropertiesâ and no extension method UpdateChunkRenderereProperties' of type CreativeSpore.SuperTilemapEditor.STETilemapâ could be found. Are you missing an assembly reference?
I use the last STE vesion and 2018.2 unity version.
@CreativeSpore
So I have a question about a possible weird use case for Super Tilemap Editor and wanted to get your thoughts on it.
So I original purchased this assets to prototype a number of different top down game ideas and it has worked great for that, I also tried your smart platformer collider asset to prototype some platformer-ish style games it that went fine too. One other style of game that I am looking to prototype is a terraria / starbound style side scroller sandbox game. Event those this is a side scroller view, I donât think the smart platformer collider package would be that helpful for me here. I am currently prototyping with this assets:
which seems to be the only one of its kind that is geared specific toward this kind of game I want to prototype (even though it is new in its development) however a thought just came to me that while Super Tilemap Editor seems to always be shown with a top down style of game, is there any technical reason why it would not be a good choice for a terraria / starbound style game?
Thinking about the core features that I would need / want from a tilemap manager for this game:
Colliders
I already know with my previous prototypes of top down games that this should work the only difference being is that I would use the physics engine to be able to push the player down instead of not using it with top down games.
Blocks
Basically blocks are tiles however one thing I think that terraria / starbound tiles do differently is they have the option to have overlapping so not sure how I might be able to do that with Super Tilemap Editor.
Destructible / Buildable Map
I prototyped a top down survival crafting game so I know this asset handle that kind of functionality pretty well.
Lighting
I am not sure about this as I have never need to try lighting with any of my prototype so would be interested in your opinion on this.
Fluid (more of a nice to have)
This is the most interesting one. Ideally there might be a different asset that I could use with this that could provide 2d fluid functional, again would like to here your thought son this one.
Performance
This is pretty much a concern for any game however if I take what I think terraria max map size is, it is a little over 20 million tiles (though I might need multiple layer for background, foreground etc.) but I would think this come down to more or less doing proper culling of what gets rendered and how chunk of rendered tiles are loaded / unload but would like to hear your thoughts on this one too.
I am definitely going to continue to prototype with the other assets however if that does not work out for me, I would be interested in hearing you thoughts if you think Super tilemap Editor would would be a good choice for this style of game (I donât want to even try it if you think it would be a bad choice).
@CreativeSpore So one other thing I though of that would be a nice to have but not super critical it to have falling tiles but not sure if that is support supported or possible with Super Tilemap Editor.
Sorry if this has been answered before but Iâm interested in Super Tilemap and was wondering how it compares with Unityâs built-in tilemap editor? I havenât tried Unityâs yet and Iâm definitely happy to buy the asset, Iâm just interested in improvents of workflow, performance and such using Super Tilemap vs built-in. Thanks!
There is a typo in that method I donât have in my version:
Should be UpdateChunkRendererProperties not UpdateChunkRenderereProperties.
Maybe you typed an âeâ by mistake.
Here is a list of features that (at the moment I made the list) were not included in the Unity Tilemap System:
https://discussions.unity.com/t/617561 page-18#post-3287124
You can check in some review people using Unity Tilemap System have found STME to be very useful.
I personally found STME more easy to use and more powerful, but I canât be objective about my little creature ![]()
Hi there,
I made STME to be very fast in performance. If you dig in the forum you can find a demo with a procedural map being generate at runtime with a good performance and a lot of posts about this.
The collider generation is really fast and optimal and is also made in real time creating only the minimum colliders around the areas with colliders. You can also use 3D or 2D colliders and change the collider properties as well.
For lighting, you can change the tilemap material for SpriteDiffuse to be affected by any light in the scene. Or use the vertex painting to create your own lighting system.
Using colliders you can use the physics to create any fluid without any problem.
About blocks, I didnât understood what you mean about overlapping them. But if you need to convert a tile in a gameObject, you can use the TileObjectBehaviour component. Attach the component to a gameObject, create a prefab and attach the prefab to any tile. When you paint the tile, the prefab will be instantiated using the tile as sprite.
I use it for interactive elements like doors, chests, traps, etc.
Thank you a lot! I fixed it, but is not my type error, I download it from the assetstore.
@CreativeSpore Thanks for the feedback but let me expand on my overlapping tiles question.
This is essentially what I think I want to be able to do just from my experience playing around with Starbound as that is the template I am using as least from a visual perspective. Lets say I have my tilemap configured for 16 x 16 tiles however the tiles I want to use are 24 x 24 leaving 4 pixels on each side âoverlapppingâ and each tile would have some sort of order so that if a dirt tile is next to a stone tile, one of them has it overlapping area draw on top of the other tile.
Let me give you a few screenshots I pulled from Starbound to show you want I mean:

This shows 2 1 tile width stone stacks with 1 tile in-between. As you can see the space in-between the 2 stone stacks is smaller than the space the stone stacks take up even though they both occupy the same 1 tile width space. On the right you can also see when I fill the 1 tile width empty space with dirt tiles, it overlaps the existing stone tiles making them look smaller in width even though the tile did not appear to change. I am assuming the tiles did not change as when I placed the dirt tiles, not a single pixel of stone tiles changed so I assume the dirt tile is just being drawn on top (now I have no way of knowing this, they could have create the assets so exact so that it did not look like the tile changed but since each tile seems to have a number of different variations and blocks can be placed in any configuration and there are so many different types of blocks in this game, this is my best guess on how they did it at a high level).
Another Example:


Here you can see what an empty 1 x 1 tile looks like and the difference between what dirt surrounding stone and stone surrounding dirt looks like.
You can also see this with other kinds of tiles:

Again, these are just my best guesses on how Starbound might be doing this based on playing around with it and my best naive guess on the simplest way something like this could be done if I where going to look at implementing it.
Is this kind of tile âsystemâ possible out of the box with Super Tilemap Editor and if not, any guidance how one might implement such a âsystemâ (with either the way I described or some other way that I might not be thinking of) if possible with Super Tilemap Editor?
@CreativeSpore So I have another question as it relates to building a starbound style map system.
I figured with having the max map size that I want (6000 x 3000, 20 million tiles) I decided it would be good to split the tiles up into chunks so that the map would not be updating all the time. I decided to chunk the tiles into 30 x 15 groups and based on what I currently feel would be the max zoom out size I would want to support I need to render a size of 9 X 7 chunks around the center of the player (which is 28,350 tiles). If the user were to move at a 45 degree angle, that means when the map needs to update because the player has entered a new chunk, that would require at most 13,500 tiles to be updated (6,750 for the possible new chunks coming into range and the 6,750 tiles for the possible chucks coming out of range that can be removed). This is basically the code that I have for doing that:
private void DrawWorld() {
List<int> newDrawnChunks = new List<int>();
List<WorldChunk> chunksToRender = _world.GetChunksAroundByPosition(_playerGO.transform.position, _renderedChunksWidthRadius, _renderedChunksHeightRadius);
for (int n = 0; n < chunksToRender.Count; n++) {
WorldChunk chunk = chunksToRender[n];
// no need to drawn chunks if they are already drawn
if (_drawnChunks.Contains(chunk.Index)) {
newDrawnChunks.Add(chunk.Index);
continue;
}
for (int i = 0; i < chunk.TileIds.Length; i++) {
Vector2 worldPosition = chunk.GetWorldPositionByIndex(i);
int worldTileIndex = chunk.GetWorldTileIndex(i, _width);
if (_worldData[worldTileIndex] != 0) {
_mainWorldTilemap.SetTileData((int)worldPosition.x, (int)worldPosition.y, _worldData[worldTileIndex]);
_environmentTilemap.SetTileData((int)worldPosition.x, (int)worldPosition.y, _worldData[worldTileIndex]);
} else {
_mainWorldTilemap.Erase(new Vector2(worldPosition.x, worldPosition.y));
_environmentTilemap.Erase(new Vector2(worldPosition.x, worldPosition.y));
}
}
newDrawnChunks.Add(chunk.Index);
}
// clear up old chunk that are no longer needs
for (int i = 0; i < _drawnChunks.Count; i++) {
if (!newDrawnChunks.Contains(_drawnChunks[i])) {
ClearChunk(_drawnChunks[i]);
}
}
_drawnChunks = newDrawnChunks;
_mainWorldTilemap.UpdateMesh();
_environmentTilemap.UpdateMesh();
}
In the editor, there is a bit of lag when the player moves into another chunk (which causes this code to run) but in a build it seems to run fine with 2 tilemaps (not sure if I would need more eventually) though since this is probably going to be the biggest bottle neck for performance when the player is moving around (and I have not even gotten to prototyping lighting or liquids), I want to get this code as performant as possible.
The 2 questions I have are about this are:
- Is this the most performant way to handle this kind of map system with Super Tilemap Editor?
- Is there anything I could do to make this run faster in the editor or might is just be better to just build debugging tools in the game itself to be able to debug / play around with stuff (which I will want to build at some point anyways)?
STME was designed to fit the tiles in a grid, but you can modify the code used to place the tiles to make the tiles bigger or smaller than cell size. Here is where you should add your custom factor. In this case, using 0.5f the tiles will be 50% bigger than cell size:
