UniTile - 2d Tile-based Map Editor within Unity

UniTile is a simple to use yet powerful tile-based 2D map editor for Unity. You can use UniTile to build highly optimized 2D levels, without ever leaving Unity.

With UniTile, you’ll be making great levels for your 2D games in no time - for only $50.

Features

  • Intuitive interface
  • Support for multiple layers
  • Generates highly optimized maps
  • Automatically groups tiles for performance
  • Works well with Sprite Manager and Sprite Manager 2
  • Taps into Unity’s Undo/Redo functionality
  • Supports tile borders to eliminate edge bleeding
  • Multi-tile drawing
  • Select tiles from your map with single or multi-tile picking
  • Use templates to store combinations of tiles
  • Ideal for iPhone, Android, or any other Unity target

For now, you have to buy it from my website since I’m having some problems with the asset store.
Please let me know if there are any problems with the payment process, since I can’t test the paypal payments with the same paypal account that I’m selling with.

http://www.mudloop.com/unitile

Video: http://www.vimeo.com/18505893

This is definitely interesting, any chance you guys are working on a video to demonstrate the workflow?

At any rate, great job, it looks slick.

Hi DavidB,

I might be doing a video next week. However, I have a horrible accent when I speak English, so it might be without audio :slight_smile:

Hey Smag,

This looks very interesting, but a video of how everything works is going to make the decision to buy easier, as it will show whether it will fit in with our pipeline/process.

Having a good video voice is a rare talent, one I don’t have either! I sound like some beach surfer dude… so I definitely understand the rationale for cutting out audio haha. Youtube offers a great video comment system that will allow you to put text on screen at times of your choosing.

Anyways again, this looks really slick, would love to see it in action!

same thing here ! Very interrested but without any informations, we can’t see the utility of this tool in our pipeline. But I’m sure this is great !

i also think, you should post a video on youtube about the tool in action, even without audio, just to look at it in action and not just a simple single screenshot which doesnt explain much

I’ve uploaded a video to Vimeo, but they haven’t converted it yet. I’ll post the link here once it’s been converted.

Ok, here it is: http://www.vimeo.com/18505893

LOL! The brutal honest is is hilarious. But you seem to have a very strong grasp of the English language, judging from your posts.

How would this work with collision detection? It looks amazing.

You’ll have to write your own collision detection system.
All the tile data is stored in an array (one-dimensional because multi-dimensional arrays are not serialized), so you can easily create colliders based on that data (either at runtime or with editor scripting).

I’m thinking about creating a 2D physics editor too but haven’t decided how I want it to work yet.

Wow the product looks great. If I might ask, is there a limit on the TileMap texture size? Or can it be as big as it needs to be?

Regardless, this product looks great. Nice work.

looking very cool,
just one question, how easy will be to add a bunch of property for any given tile in your system, in the same way you can do with tiled / cocos2d to get various behavior , and which also can be used for collision as well indexing tile etc…

My system doesn’t place any limitations on the tilemap, but off course it’s bound to the target’s limitations. So for instance on older iOS devices the maximum size is 1024x1024.

There’s currently no way to add properties to tiles. Are you talking about adding properties to a tile in the tilemap, or a tile “instance” in the map?

well i was thinking of the way you sometimes do for 2d map editor where you can tag or index tiles on your map and get back that to use in the framework you make for it.

as a simple example you could have tile triggering trap , some other indexed so you cant pass through ( collision for example ) etc…things like this, so well framework side to get to use such indexing is not your part tho , but having like a simple way to “tag/index” to use later in a dictionary for example or whatever that allow you to access that tag.

as an example some of cocos2D framework you can find they use dictionary , and so from tiled you just string tag your tile ( obstacle, enemy, etc…)

so to answer your question i was more referring about properties to tile in the tilemap that i can use for the game logic later on

hope that make sense ^^

this also could be used as placeholder tile to just trigger action too , but without actually need to see them, or placing enemy on your map etc…

Yes, it makes sense. I’ll give it some thought, but it’s not so easy - you’ll probably want these properties to exist across scenes, which is not an easy thing to do. I might have to save the properties in an xml-file or something similar, but I’d prefer not to add any clutter to projects.
But yeah, I’ll think about it :slight_smile:

Can we get a workflow on how to use Sprite Manager 2 to create an animated sprite, that can then be placed in a level using UniTile? Is this even possible?

At present it’s not possible to add SM2 sprites as tiles. You can use SM2 to add sprites on top of a level though.

Hi,

I just wanted to say thank you for an excellent 2d tile editor. I purchased it right when it came out and found the tool to be an excellent time saver and addition to the 2D game development side of Unity.

It has an intuitive design, a solid paint tool for tiles in the edit window and a great starting package to get things rolling.

This has saved me quite a bit of time and allows for easy level creation and design. Thank you for your work on the tools (selecting individual tiles, arrays, from the inspector, the editor, etc).

As with all tools, there can be additions, revisions and upgrades. For those that have purchased it, it would be great to hear your thoughts on ‘extra’ tool development for it to keep things progressing in a positive way for this.

I’ve placed a few ideas below to get things going.

  1. Mouse roll wheel, cycles through available sprites (array size selection/scrolling) - Would help with full screen mode editing

  2. Right click to erase/delete tile (if possible)

  3. Ability to select a row of tiles for an animated tile through the inspector. Possibly choose the first tile in the animation, then click a button for start, then choose the last animation tile and click a button for end (And option for speed to play). Set that to a template for easy selection and use later.

  4. Preview of the tile brush currently selected for the edit window instead of the gray brush (or option for either) - Would help with full screen mode editing.

Here’s to another great tool for the Unity Community. Thanks!