when I’m dragging my assets into my Tile Palette, nothing happens. Of course I already created a palette. (previously I draged my spritesheet into the tile palette, unity created for each tile in my spritesheet a .asset file, but after that, nothing happens.) Does someone know what I did wrong?
I’m using Unity 2017.4.2f2.
When I’m dragging the generated .asset files into the Tile Palette, nothing happens too
Update: The asset file is in the tile palette, If I click on a cell where I dragged a asset in that cell, I can see a tile selected in the inspector. (In other cells I see only “None”) So the tilemap isnt showing the tile which I moved into it.
I can select the cell and if I paint on my tilemap, it’s painting my tile. But in my tile palette the tile is still invisible.
Hi, I submitted the issue to developer team, here is the response:
Hey,
Thank you for submitting a bug to Unity.
We have identified this issue as a duplicate of an existing known bug and we will be closing the issue. The bug seems to be already fixed in the latest beta version (tested on 2018.2.0b2) and a backport is also coming to the 2018.1 versions in a near future.
Updating to the mentioned version should solve your issue. You can get the beta version on the Unity Hub or here: Unity Editor Beta Releases
If you have further questions, feel free to contact us.
They need what is called “regression testing” on this (tests that confirm prior functionality so that… well… things don’t break). This is a major bug, basically crippling 2D mode development in a production release…
I wasted about three hours today messing with the 2D Game Kit with zero success because the Tile Palette didn’t work at all. The only useful effort was reviewing the scripts (very experienced in C#/Mono/.Net Core/Xamarin).
But, with only 6 previous posts (in 2-3 days), maybe there is not much 2D Unity development? I would have expected many more responses, even in a short window of time (but, I have to assume a lot of people don’t post).
As long as they don’t break project compatibility the answer should be yes. A Beta shouldn’t do that.
In fact, I see the Beta and the Prod. version installed separately on my computer. The Beta sees all of my existing projects and they open up just fine.
Here’s where the Beta can be obtained (Unity Hub install, run it, then Betas on the left, then 2GB of install…).
FYI, if you want to use the Kits (say the 2D Game Kit) and have the Tile Palette work, version 2017.3.1f1 gets this done.
I tried 2018.2.0b2 (tiles work, but no Kit Tools menu), 2017.2.2f1 (donesn’t import), current production (tiles are broken), and 2017.4.2f2 (tiles are broken).
It’s a fischal: this is a known bug. What might be nice is if “Unity 2D” were split off into a separate program and tested thoroughly before a “final” release was offered.
So I upgraded to the latest beta and did a bunch of work. When painting a bunch of tiles and with the tile palette open (palette has some 8400 16x16 tiles in it) performance slowed down and eventually froze up the editor for 5 minutes at a time. I tried downgrading the project back to latest full release but all my assets/prefabs where broken (anti-aliasing was forced on even though i had point-filter on and AA off, mipmaps off etc etc). So right now, I can’t create any levels it seems until performance issues are fixed with tile palette open in editor. It’s so frustrating when you are trying to dev in the little time I have outside my day job