PERFECT Tilemap Sorting Layers - Top Down Unity 2D #3

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Let's plan out the layers for our top down game! We'll be adding in: Walk in front, Collision, Walk behind, and more! We'll look at collisions on tilemaps and using sorting layers to give our game an amazing sense of depth!

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If you have any suggestions, feedback or questions, be sure to comment below! Any opinions will help me out on this journey ♡

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#unity #gamedev #gamedevelopment #unity2d #tilemap

0:00 - Intro
0:18 - Plan
1:33 - Asset Pack
1:49 - Tileset Sprite Setup
3:21 - Tile Palette Window
3:43 - Create Tilemap
4:05 - Create Ground Palette
5:20 - Ground Layer
5:30 - Add Sorting Layers
6:42 - Create House Palette
7:11 - WalkInFront Layer
8:18 - Collision Layer
9:16 - Player Collider
9:58 - WalkBehind Layer
10:45 - Decor Layer
12:12 - Next Video!
12:30 - Livestream?!*
12:42 - *Rule Tile Preview
13:07 - Outro
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easy to follow guide, good pacing, straight to the point! if I have two thumbs I would give this three thumbs up

TomDytorn
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Great video GCL! Thank you so much for this video. The explanation was Very clear, as always. I was using Tiled for the map but I think I'm going to use Unity's editor for the map too. Anyways, thank you so much! :D I'll keep an eye to the stream notif! :3

rvargas
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Very nice video, and great organization of the tile layers. The way you explain things is really clear and makes the tutorial easy and enjoyable to follow!

libertylinch
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This has helped me immensely, thank you so much!

I used to do layers a bit differently but this method makes more sense. It also avoids weird overlaps.

Cobalt_Capacitor
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1000 times thank you, I really struggled to understand this principle with layers, I look forward to your future videos :)

MrFactor
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using your vids to help make my own, so far so good, waiting for that camera movement vid

theoneandonly
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I think there is another technique, using the pivot point y axis to sort objects in front or behind one another.

GiangNguyen-host
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I love your videos, I'm able to learn more from you than most other tutorials because your style suits me very well!
However, you say that this series is for anyone as long as we are creating a top-down game. But that isn't really correct. A true top-down game would use the same walking animation for each direction but rotate the sprite to face that direction. I know that isn't the style you are going for with this game but would you perhaps consider a small video #2.5 to demonstrate how to do that?
Thanks

craigbryan
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Nice video! Thank you, just curious which unity version are you using?

toocoolbroyeah
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What can i do?
My player have a height of 2 tiles. If i go behind a tree with a lets say 6 tiles height i just cant sorting the bottem tile wiith the colloder part. How can i solting the second tile, the tile with the tree trunk?

hanni
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So i'm stuck between this layering approach and using prefabs with pivots set to bottom center of sprite. I would like to use this approach but maybe i'm not thinking about it the correct way... With a prefab house i can set the custom sorting and pivot which works nicely for ordering but i feel like its defeating the purposed of tile based implementation. My biggest issue i suppose is unitys tile palette support for larger than grid sized sprites.. if i slice a house into 9 individual sprites the sorting will be broken as each sprite will sort independently vs a full 9x9 single sliced house sprite (which makes the tile palette look wonky). sorry for a long post... just wondering if anyone else has struggled with this...

GameDevByChilly
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How would you handle this scenario:

Player can walk on top of a bridge, but also underneath it?

Oksel
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Wonderful video. Very easy and good pacing. Please create more tutorial. Just a silly question, what can I do after drawing all the objects but later realize I draw on the wrong tilemap because I forget to change the layer in the palette? :)

skie
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nice and clear, how would you deal with animations from the player that extend beyond the rigid body, this would cause the part that's extended to clip through the point where the pillar is divided between layers

byronmorley
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I like your videos! Great to follow along. I have a question, can you still do the collisions using tilemap if you have a player sprite taller than 1 tile?

Yavuz-ijmj
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guys someone still here? i need help why in my tilemap collider 2d does not appear "used by composite"?

la_palma_dei_gamer