Tileset with uneven sprites

I have tried various tileset editors but I have the same problem with all of them. I can’t get the tiles to be cut evenly. I have an existing tileset - tiles_spritesheet.png. I have additional images which are loose. I packed them using the asset store Sprite Packer tool. The result is Atlas.png. I have uploaded all those images. When I upload Atlas.png in any tile editor, the tiles don’t slice correctly. I am currently using 2D Tilezone and others too.

Please advise. When packing in Sprite Packer or Texture Packer is it possible to make all the images multiples of 32*32? Maybe that would keep them help them be cut properly?

The 2 tile sheets and a couple of the loose images are attached.

Thanks,
Arshad

3070710--230902--1.png
3070710--230903--17.png


Did you try SpriteTile? That wouldn’t have any issues. You don’t even need to create an atlas manually; you could leave the tiles as individual files and Unity’s auto-atlas creation would handle that part for you.

–Eric

Thanks! I will confirm with the developer the capabilities before I try it out. I am just surprised that a google search doesn’t reveal much on uneven sprites and tilesheets. I wonder how other Indie developers handle this issue. It is not uncommon for an Indie to buy multiple platformer tilesets. It is bound to happen when you pack them up that sprites will be of different sizes and not align correctly in the editor. Thanks for the tip though. Hopefully this will help me solve this very basic but frustrating issue.

Arshad

Thanks; I got your email…I’m the developer. :slight_smile:

–Eric

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I purchased the product. This is so intuitive and the documentation is very clear. I still have to go through the entire docs Will this include the Complex Collider in a new release? In the meanwhile, could I just have a edge collider for the entire tile layer?

Thanks,
Arshad

Thanks! I’m not quite sure what you mean by complex collider though. You can have polygon colliders for any tiles, either auto-generated by Unity or custom-made.

–Eric

Sorry, I meant composite colliders.

Ah, I see. Basically yes, although it uses my own code to merge colliders rather than use a CompositeCollider component per se, since that wasn’t added until Unity 5.6 and SpriteTile has been around for quite a while. The end result is essentially the same anyway.

–Eric