Editing

The TilePlusBase class section is always handled with a customized GUI when viewing any TilePlus tile in a Selection Inspector. Various sections of this inspector are visible or hidden depending on the context.

TPB-inspector.png

Let's go through the various parts of this inspector.

Certain tiles use a built-in capability to inhibit the visibility of the Name, Collider, Tags, Color, and/or Transform sections of the foldout.

For example, tiles such as TpAnimZoneLoader and TpAnimZoneSpawner modify the sprite transform as you adjust the zone size. These tiles hide the transform fields since the transform shouldn’t be modified by humans.

To be clear, when acting on TilePlus tiles, the actions of modifying flags, transform, or color in the Selection Inspector or Tile+Painter changes the corresponding value in the tile instance and on the parent Tilemap of the tile. When you save the scene, the changes in the tile are preserved. The original tile asset in the project folder is not affected. When acting on Unity tiles, only the Tilemap is affected.

In Tile+Painter, it’s easy to pick tiles from the scene and perform Color or transform modifications. Again, the only thing affected is the Tilemap. The asset in the project folder is not affected.

Tile+Painter also has a bulk modification feature: you can select an area of a Tilemap and apply changes to Color, transform, and tile Flags for all tiles in the selection.

When the Editor is in Play mode the display will change somewhat, as most of the information becomes read-only, and some additional data appears showing the state of the animation flags (introduced in 2022.2).

When looking at a TilePlus Tile asset in the Editor, you can change the Description and Info fields. These appear in the Basic Info section as shown above, and in the Brush Inspector. You may find these fields useful: one use would be prompts to remind you what the tile does before you paint it.

If you change the size of the sprite and there’s another tile in the same area it might be obscured by the transformed sprite (or vice versa). If that’s a problem, you can adjust the transparency in the Color field (TilePlusBase section of the Selection Inspector) or change the Tilemap Renderer’s Sort Order setting.

Plugins/TilePlus/Runtime/Textures/TriggerZoneSprite can be used for the sprite for this tile, but you can use any sprite. Note that the sprite won’t appear if you change the TileSpriteClear to Clear In Scene View. If you don’t want the trigger zone to appear in Play mode, set TileClearMode to Clear On Start.

Note that the Tilemap Renderer will sometimes cull enlarged sprites. There’s a FAQ in the User Guide regarding this.


Revision #11
Created 2025-07-06 14:19:11 UTC by Vonchor
Updated 2025-07-25 20:17:43 UTC by Vonchor