Tile Editor is an easy-to-use and flexible editor extension for Unity which will help you create tile-based maps effeciently . With Tile Editor, you will be making creative levels in no time!
First of all have to say that Tile Editor is probably one of the best tile editor assets for Unity (and I have tried several).
However, it looks like there is a bug with sorting layers and tile editor. I am using Unity 4.6 Beta but I don’t think it is related to that. So I have a dozen of sorting layers defined, and for tile map I have several sorting layers I want to use (I am calling them Tiles0, Tiles1, Tiles2 etc. Despite the fact that I selected desired sorting layer in Tile Editor Layers dialog, my tiles go to the different sorting layer. For example, I have tile for which I have selected Tiles0 sorting layer, but it ends up under Decor sorting layer. Is this a known bug? Any workaround?
Thank you for your feedback.
After checking the editor, I think tile editor worked as I expected.
I think I need to expain the relationship between tile layers and sorting layers
Each tile layer can have only one sorting layer.
Tiles on the same tile layer will have the same sorting layers and that’s how tiles on different tile layers can have correct orders in runtime.
You may select correct tile layer before tiling.
You can disable other tile layers and focus on one layer.
Thanks for the reply. However, there is a problem and if possible I want to send you couple of screenshots so you can see. I just created a new scene and have 4 sorting layers (Tiles0, Tiles1, Tiles 2 and Tiles3) and 4 tile layers (same names as sorting layers). I have put some tiles in Tiles0 tile layer that belongs to Tiles0 sorting layer. Than I have switched to Tiles3 tile layer and selected Tiles3 as its sorting layer. I wanted to paint some tiles in this layer over existing tiles from Tiles0 layer, and they were not showing up in tile editor. When I have closed the editor and examined these tiles in inspector I see that they are put in Decor sorting layer. I am pretty sure I have not any mistake, but obviously something is not working correctly. See attached archive with screenshots. Thanks.
I hope i can explain well my question and its not a dumb one considering my English is not great and I’m new to Unity and C#.
Is there a way to add custom behavior to a selected tiles? What i mean is, is there a way to add my scripts and customize the tiles? I.e. make them movable, jump-through, turn them into springs, animate them, etc. Or is there an relatively easy way to do this without the need for an “external” tiles-sets and grids?
On a side note, how is the performance on a bigger grids (say 1000 x 500)?
You can access a tile by deselect the map and click on the sprite in the scene view directly.
You can also select multiple tiles and add components at the same time.
Performance on large map is accetpable if texture atlas is used since only visible tiles will be drawn.
You may attach colliders to tiles needed to reduce calculation.
If large map is causing performance issue, you may divide it into several smaller maps and make them as prefab. You can create prefab at runtime to keep memory low.
I recently purchased the Tile Editor. So far it’s great but I have an issue I’m trying to figure out.
When I make a layer, for example Sky, then put in the tiles, it’s fine. However, after I switch to a different layer then come back to the Sky layer and add more tiles to that, there’s a problem. The sprites aren’t on the same Z-axis when viewed in 3D. Which causes problems when you have multiple layers and parts of the sky are overlapping the ground or platforms.
@Zerofield , could I make a feature request? Currently, when I use your plugin and I want to set a tile in the tileset to be a polygon collider, the tool automatically creates a polygon collider for the tile, and if I want to modify the polygon collider I have to click on the individual placed tile in scene view and modify the polygon collider the wait I want. The issue is if I want to reuse that tile everywhere else in my level, the custom modified polygon collider does not apply to all tiles in the scene that are that tile. It be nice to be able to modify the polygon collider on a tile, hit apply, and then have that collider apply to all tiles in the scene that are the same as that tile.
Otherwise, your plugin is really really amazing. Thank you.
Hi, sorry for replying to you late. Currently if you want to reuse the modified polygon collider you may ctrl click the tile in Scene View and pait with that tile. I will make a solution to your request. I’m gald you like it!
I am looking for a tile engine that I can use to procedural generate the tiles in a script using perlin noise. If I bought this would I be able to say create a list of tile grids(chunks) and have them load side by side in a C# script and dynamically populate the tile grids in a loop? Unloading chunks that aren’t needed to save memory as the player goes. I built a functioning 3D mesh building solution, but would love to use this 2D solution to create this project. Think Terraria or 2d Voxel game engine. That is my goal to create a 2D voxel world.
Hey, any chance this could be made compatible with TexturePacker Importer? I just bought Tile Editor, but when trying to add a tileset png, Unity completely locks up and all I can see in the status bar is “Texture Error”.
If I remove TexturePackerImporter, then I can add the tileset. However whenever updating the tileset again (with TexturePackerImporter installed again), the sprites get messed up and then unity locks up.
Thanks for any help, I really like your tile editor!
Another feature request that’d make this asset more valuable would be to allow adding prefabs to the tile list (unless I didn’t notice how to do that already)