Create stunning islands or dungeons for your game with only 5 tiles or quickly build a level for your prototype.
TileWorldCreator is very easy to use and can generate your maps randomly in editor or at runtime.
Paint or modify your maps in the unity scene editor.
Just drag the TileWorldCreator prefab to your scene and you are ready to go.
Scatter objects onto your world automatically with the TileWorldObjectScatterer, great for trees, stones, decals…
Features:
5! tile presets with 1-2k textures included to start right away.
4 different map algorithms (cellular, BSP, maze and simple dungeon)
10 demoscenes included.
Editor / runtime random map generation.
Paint maps directly in the scene.
Layer system to add heights.
Assign different tile presets to each layer
Only 5 tile prefabs needed to create a complete map
Runtime generation works on iOS and Android.
Merge maps for drawcall optimization and occlusion culling.
Automatic object scatterer.
paint maps in the scene
runtime generation
ready for occlusion culling
hope you like it and let me know if you have any questions.
@thedreamer thank you! TileWorldCreator was build to create maps from squared tiles. Take a unity cube or plane as a reference. I’m pretty sure the Assets from your links does not have a setup like this to create maps properly. You will need 5 tiles: one edge tile, corner tile, inverted corner tile, one flat tile for ground and another flat tile for the “inverted” ground like a water tile for example.
@imtrobin painting at runtime is not supported yet.
Hello p6r,
to create maps in TileWorldCreator you will need 5 different tiles
see image here:
(the cliff island preset does have more tiles because of the additional height level, so i added an extra
preset containing tiles without the water part)
So you’ll have to make sure your other tiles meet all requirements. (square size, correct types…) the best way would be to import an existing preset from TileWorldCreator in your modeling software as a reference, when creating new tiles or modifying existing ones.
Assigning tiles to TileWorldCreator is very simple, you just have to create a new preset and assign the prefabs to each slot.
It is also possible to assign different presets for each layer.
checkout the demoscene
now it doesn’t crash anymore when creating really large maps.
also play with the cluster size to see how this affects the build time.
changelog 1.0.1:
Optimized generation for larger maps greater than 200x200 tiles.
bug fix: changed.DirectoryName in TileWorldCreatorAbout.cs
updated demoscene
added camera script
updated camera script for better navigation on larger maps
i’m already working on the next update which will introduce a nice feature where it will be possible to use layers for mixing presets and not only just for heights.
Not really !
A video to see how to make (nice) tiles from scratch would be great. I’m not sure to be able to make my own tiles and to have to use YOUR tiles only !?!
6R
@p6r : i’m sorry if that did not answer your question. Basically you will have to model your own 3D tiles with your favorite 3D modeling software and import them into unity to use it with TileWorldCreator.
If you are not familiar with 3D modeling you could still use the “flat” tiles from TileWorldCreator, because they are basically just planes, and replace the textures with your own textures.
I will see if i can make a video from the whole process of creating a 3D tile, to a finished map created with TileWorldCreator.
Thanks propeller…
Sure I could make my own “simple” tiles but I’m interested in more complex ones like yours with the wonderful brown “cliff”.
A video to show how to make this one would be great, especially how to “cut” the tiles !?!
@p6r i will write a tutorial of how i’ve made the cliff tiles. But as a small hint, i have blocked out the cliffs with cubes and then used boolean operations to cut them in. After that, i have “cleaned” the mesh from unused edges/vertecies. Thats it
the hotfix update will fix the editor freezing someone mentioned in the asset store review.
changelog 1.0.2 (already in asset store)
New Feature: Build overlapping tiles.
Set to false will allow you to use layers for mixing presets.
The tiles from an underlying layer will not be builded.
new Demoscene added showing the new feature
new preset added
bug fix: there was a bug when setting layers in the settings tab but not in
the edit tab
presets can now be duplicated
description text fixed: settings tab regarding the cluster size
updated runtime demoscene
it’s now possible to mix two different tile presets with layers like in the screenshot:
I am very interested in buying this but wondering what your long term plans for this are. As far as I can see lots of similar assets have been discontinued or abandoned.
I feel the same, I think this is an excellent project too but the price point for an early release is a big concern for me so i’m just watching this for now.
An introductory price will surely help(more customers = more feedback), as of right now that 65$ is just too steep.
@ncho@cybervaldez
well it really depends on the popularity it will get. But I definitely have
plans for further updates. Like an additional tileset, support for ramp tiles and object
placement with layers. Although I cannot give a timeframe for all this updates.
Currently I’m working on a new very high quality tile preset, this alone will definitely
be worth the price.
Good news!
I was working hard on a new “Art” update and finished an awesome Unity5 PBR SciFi tileset.
It will be included in the next update, which is currently under review. Make sure you download it with Unity 5.
(The SciFi tiles are not included in the Unity 4 version)
Each tile has got four! 2k textures (Albedo, MetallicSmoothness, Normal and a Unity4 BumpedSpecular map)
check out the images and trailer, I hope you like it (btw. Unity 5 is awesome)