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Coroutines and Awaitables

TilePlus Toolkit TpTweener

Coroutines TilePlus generally uses Awaitables rather than coroutines. However, it's easy to make a coroutine wait for a Tween or Sequence to complete: var tId = TweenerService.CreateTween(.....); yield return new WaitUntil(() => !TweenerService.IsRunningTween...

Concept

What's Next? Tiles as code blocks

TPT tiles are basically Scriptable Objects. A Scriptable Object can just run code: Scriptable Runtime Services Concept: Use tiles as blocks of code that Can have Update Can get messages Can send messages Can post events. Hence, one can use tiles as Code bloc...

GameObjDb

What's Next?

Spawned prefab instances using TpSpawnlink are cached in the Spawner and there are related callbacks and service messages. TpSpawnlink has tags (multiple). Create GoDb (like TmDb) and allow searching by tag. GUID searches?

Version 5.1 upcoming changes

What's Next?

TpActionToTile and TpInputActionToTile: Swiping support. If enabled, a swipe between two adjacent TPT tiles on the same tilemaps will swap the two tiles Tweens the two tile sprites using TpTileUtils.SwapTiles. The TpActionToTile Scriptable Object and the TpI...

Articles

A Quasi-blog

On The Wonderfulness of Scriptable Objects

Articles

There are already a vast number of online articles about Unity's Scriptable Objects. Most of them tell you the same things: They're assets and can't be attached to GameObjects. Affect the asset in the Project and the S.O. is also affected. You can't really ha...

Stateful Scriptable Objects

Articles

Here's an example of a Scriptable Object with state. Part of TilePlus Toolkit. Note this is free on the asset store but is copyrighted. // *********************************************************************** // Assembly : TilePlus // Created ...