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TilePlus Persistence
Introduction Look at any Unity or Reddit forum and you'll see endless posting about how to go about saving and restoring data. TilePlus Toolkit has a built-in, efficient, and simple to use save/restore scheme designed specifically for TilePlus tiles: TpPersist...
TileFabs as Snippets
You can use TileFabs to create 'snippets' of tiles which can be painted using Painter. In the Layout demo's DesignTileFabs folder you can see a few prebuilt buildings that can be dropped into any tilemap with matching Tilemap names. These were created directl...
System Information
The Tools/TilePlus/System Info menu command opens UIElements inspector that has a multitude of instrumented data from various parts of the TilePlus system. Please note that this window refreshes constantly, even in Play mode, but only when the window is visisb...
Services Inspector
The Services Inspector is a UIElements-based window that can be opened with the Tools/TilePlus/Services Inspector menu item. If you open this window in Unity's Edit mode it'll look empty. That's because Services (e.g., Tweener, Spawner, etc) don't run in Edit ...
Tween Monitor
The Tween monitor displays information about all running tweens. It's handy to use when creating tweens because you can see every detail about the tween and its progress. If there are many tweens running at the same time this window WILL affect performance and...
Position DB Dump
The menu command: Tools/TilePlus/Utilities/Dump PositionDB doesn't open a window. Instead, it dumps the Position DB contents to a file of your choice and opens it in an editor. The command is not available unless the Editor is in Play mode. The output is simil...
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. Let's go through the various parts of this inspe...
Animated Tiles
Purpose This demo illustrates how to control tiles from mouse clicks or from Unity UI buttons. There are three scenes: MouseClicks: This scene uses a script called TpPickTile. Just click on the tiles themselves. TpPickTile uses either input system to d...
Introduction
You probably work with Tilemaps that are part of a scene. This is the easiest way to use TilePlus tiles: just paint and edit them to do what you want. Saved with a Scene When you paint a TPT tile it’s saved with the scene and will be present in a build. The T...
Why Not Make Prefabs
It's a bad solution When you create a prefab by dragging a Grid with child Tilemaps to the Project folder, all references to Objects in the Scene are lost just like any other Prefab that you might create. This includes all TPT tiles. If you were to open the Pr...
Bundling Workflow
To make a compatible prefab: Use the Grid Selection mode of TilePlus Painter OR Select a Grid with child Tilemaps or a single Tilemap, Make a Grid Selection using the Tile Palette or Tile+Painter. Then use the Hierarchy window’s TilePlus Bundler context-me...
Details
As mentioned before, TpTileBundle (Bundle) assets are used to archive all or a section of a Tilemap. TpTileFab (TileFab) assets combine references to several Bundles, creating an archive of one or more Tilemaps; a multiple-Tilemap prefab of a sort. In Bundles,...
Exposition
A TileFab can encompass all the tiles and Prefabs contained within a Tilemap hierarchy (Grid with child Tilemaps). The simplest use for this sort of a TileFab is to just load the whole thing at once to populate an area of a scene with tiles in one operation. H...
Infrastructure
Review Bundle: an archive of all the tiles and Prefabs for a single Tilemap. TileFab: references a group of Bundles. Let’s review what type of data are in a Bundle asset: A List of TilePlus Tiles. A List of Unity Tiles. A List of Prefabs. Indexed Lists of Til...
TileFabLib
TileFabLib.LoadTileFab loads the Bundles referenced by a TileFab asset. The TileFab asset has references to one or more Bundle assets, which include all the information required to recreate the tiles. There are both Async and non-Async overloads for this metho...
Grid Selections
One might recall from the User Guide that you can create TileFabs and Bundles using a Grid Selection. A Grid Selection is when you use the Palette or Tile+Painter to make an area selection in a Tilemap. If the Bundler tool sees an active Grid Selection, it wil...
TpZoneManager
TpZoneManager is a chunk management subsystem. Your code interacts with instances of the TpZoneManager class, which are Scriptable Object instances created at runtime by using TileFabLib. The Layout demo programs illustrate how to use the system. TileFabLib im...
The Super-Grid
When you initialize a ZM with a chunk size and world origin you’re defining a higher-dimension or super-grid (sGrid) virtually layered on top of the normal Tilemap Grid. In the illustration below, one Chunk is any number of Tilemap locations, from 4x4 to 128x1...
Useful Methods, Camera Projection, Notes
The GetLocator methods allow you to also pass in a Vector2Int dimensions parameter. This lets you create arbitrary-sized Locators. Normally, Locators are the size of a chunk. If you do not pass-in dimensions, that’s the size that’s used. Using a different dime...
TpZoneLayout
At an even higher level, the TpZoneLayout MonoBehaviour component leverages a ZM to implement a basic camera Viewport chunking system. This component can be used as is, or as a base class for something more complex. Examine the “Layout” demo to see how to use ...