Tile mapping and Camera Bounds

Hey guys, I’m still pretty new to development but I’m working on a game that requires me to “paint” the background using the tile maps I have in my assets. I’ve gotten a scripted camera bound inside the map so it stays inside the area without viewing the Unity skybox.

The issue I’ve noticed is. I can only do square layouts, if I try to do my land in one scene my camera goes out of bounds because it thinks the tilemap is there when it isn’t.

I’m wondering if this is even at all possible with Tile mapping. But for instance in my picture I have attached, is there a way I can stop my camera at the castle wall and not extend onto the grass on the other side of it?

Or the other option is what if I just made a plot a mile long and just put paths and trees to make the player go the way we need them? That wouldn’t take up too much resources would it? Or should I just make a lot of scenes.

The game has a kind of pokemon feel to it is what my friends told me, if that helps make things clearer.

Thanks!

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This has more to do with how the camera is being restricted within the map area. Restricting the camera to a rectangular area is easy, restricting it to an arbitrary shape is not as easy.

Make sure when designing maps to take this into account and put tiles in any visible area even if you never go there. This is key to any map design, 2D or 3D.

You can get away with quite a bit depending on the platforms targeted, this is something that needs testing and is usually on a per game basis. Most games have both camera restrictions and player movement restriction to keep things in the viewable area. 3D games rely on obstacles to restrict what is seen and where the player can go.

This depends on the size of the map, platforms targeted and game design. Zelda: A Link to the past has an “open world” map that is one scene and multiple dungeon areas that are there own scene’s. It also changes the world map during game play which maybe its own scene.

Thanks for the Info Chris!