Unity Tilemaps - Hex, rectangle, isometric + rule tiles

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Unity Tilemaps are incredibly powerful and easy to use. Learn how to get up and running quickly with hexagon, rectangle, or isometric palettes as well as the power of using rule-based tilesets. I'll also show you how to fix things like incorrect sorting order of tiles.

0:00 Intro
0:13 Setup
1:44 Creating a palette
4:04 Tile color and collider
5:25 Hexagon tileset
6:39 Adding depth tiles for a 3d look
8:27 Fixing sorting order of tiles
9:35 Rule-based tilesets
13:48 Custom base class for more flexibility
18:37 Summary

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Great tutorial!

Just to clarify, that little circular arrow in the centre of the Rule Tile rule grid is actually “rotate” not “flip”. So it will apply the rule to each 90 degree *rotation* of the tile. This isn’t quite the same as flipping (the double-arrow symbols) as they act like mirrors and reverse left/right, which will produce a different result.

You can also use [ and ] to rotate the current brush tile manually, and hold shift with [ and ] to flip. In my default Unity install the latter conflicts with another binding so I had to go into Unity preferences to sort that out.

meowsqueak
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This was thé tutorial I was looking for. Thank you so much ❤️❤️❤️

ericblakenburg
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Thank you for these! Your tutorial style is fantastic...clear good information!

SteveTrabold
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Hey man, i like your style explaining stuff, did you know if there is an asset that can combine multiple single tile colliders into one single big collider? I have phisycs issues when I'm using tiles beacuse of that...thank you!

benjaminborja
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Heya, thanks for this tutorial!

I am wondering how I can make the gridlines show in my game view? It seems to be default in yours, but mine only show in the scene view...

SaltyDylpickle
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Can you show how to make a diagonal path for a grid tile map?

PeterMilko
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Hey man nice Chanel, it would be nice a video about 2D optmization, its something that would help a lot of mobile devs like me

venturar
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Great video! I wonder if it's possible to highlight tiles on tilemap. Has anyone ever implemented anything like this?

drunknpnky
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Hey there! Thanks for the great video, helped me to get the tilemaps stuff going!

I got a question though, would appreciate any help. In your example, you add the override for the RuleTile. I'm not using them yet but I thought it would be great to add more attributes to a normal tile, such as a bool, for example. I went for the same code you did, adding the override etc - but for the Tile, instead of the RuleTile. And it does not work. I think what I'm missing and I couldn't figure it out from your video - is how do I make the script work? How should I connect it to the Tile so the method is overridden? Script cannot be added to the game object as a component, because it's not a MonoBehaviour, and if I just leave it there - it seems like the running application is simply ignoring it.

Thanks!

DemonRax
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15:50 you allude to something I'm struggling with, how you implement things like that walkable flag - Are you working with a rigidbody or using your own collision routines and stopping the player? I'm trying to develop a game with enemies walking in one area and the player walking in another, so their collision maps are the exact opposite, and colliders seem to be universal across all objects with rigidbodies.

fokeyjo
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Very helpful tutorial! Is there a way to add rule-based tiling with hexagons?

tobiasfilms
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How the fuck did I miss this godlike thing, that u can drop instantly in playmode with this option enabled u have casually shown... dude this assembly time was driving me crazy...

cryser
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how is it showing grid for him after painting, and for me it doesnt

ivans
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Where did the GameRuleTile script come from? It just seemed to magically appear when you created the rule tile. No such script was created when I created my rule tile. I manually create a GameRuleTile script but it will not allow me to add it to my rule tile. I'm using Unity 2020.3.19f1.

midniteoilsoftware
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Do you have the template for such a hex file? I don't know how to start in photoshop, for the tile :(

Hinkel
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Great tutorials.

It would be even more magnificent if you attach assets, so we can follow along

tpcjfcy
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So from other comments I gather this isn't useful if I want to implement A*? I'd have to create the map completely in code? Is there a hybrid approach which would let me "paint" the tilemap but have a representation of it in code?

mostlyokay
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I'm getting so lost all over the place... none of my files match aaaa

derekspammerton