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Layout System : Introduction
TilePlus Toolkit’s Layout system was changed in Versions 4 and 5. It’s more memory efficient and sports better performance. The older system required the use of a Template Tool to break up a set of layered Tilemaps into numerous TileFabs and their child TileBu...
Why Use New GUIDs?
If you want to load the same TileFab multiple times programmatically you need to set the newGuids option true when using LoadTilefab. This is because a TilePlus Tile’s GUID is used in TpLib, and unsurprisingly, GUIDs are expected to be unique. Recall: if the s...
Preparing for Builds
When using ZoneManager and ZoneLayout, you need to ensure that the referenced TileFabs are correctly included in a build. This is because the system must use TileFab GUIDs to locate each TileFab when using RestoreFromZoneRegJson. When calling EnableZoneManager...
TpBundleLoader, TpFabLoader
These are components that can be added Tilemap’s GameObject to load TileBundle or TileFab archives. TpTileBundle or TpTileFab: the primary asset which holds all the tile assets and their locations. LoadOnRun: automatically load when app runs. Uses LoadPrefabs...
TpSpawnLink
This component should be attached to any prefab that you use with the SpawningUtil pooling system. If you forget it, SpawningUtil will automatically add it for you, but that’s a tiny bit slower. If you add it to a prefab manually you can use some of its specia...
Unity UI and New Input System
Unity UI can invoke methods in monobehaviour targets using Unity events. That's not useful if you want, say, a button click to send a message to a tile. If you're using the New Input System it can be handly to translate a mouse click or some other Action to l...
Others
Tilemap Parallax Add it to a Tilemap, provide a follow target, and this component offsets the Tilemap's transform as the target moves. See the Side-scroll Layout demo. SetDontDestroy Add it to a GameObject and DontDestroyOnLoad will be set on Start(). TpNoPain...
TilePlus Script Attributes
If you’ve done any Unity coding then you’re probably familiar with Attributes by now, such as those having to do with serialization, or those affecting inspectors. The normal Unity Tile Selection inspector only displays the fields of the Tile class and no othe...
Common Parameters
Common Parameters These parameters apply to all Attributes except TptShowAsLabelBrushInspector. table th:first-of-type { width: 25%; } table th:nth-of-type(2) { width: 20%; } Param Value Description spaceMode enum SpaceMode Adds space or a li...
Notes
The [TppShowAsLabel…] attributes allow you to display a property. This can be useful in many ways. Here’s an example from TilePlusBase.cs that shows how the PaintMask property as shown in the Brush Inspector works. The PaintMask is a list, which would take up ...
Limitations
Code Changes Changing code in subclasses may result in missing references in already-placed clone tiles. This is like what happens in the GameObject hierarchy when components’ internal structure is altered. Adding serialized fields or altering the names of ser...
Notes
Other Uses for Bundled Tilemaps When using Tile+Painter, Bundle assets and TileFabs appear in the Painting Source (center) column and behave as if they were a single tile: you can paint them onto Tilemaps. This means that you can create chunks of tiles and pa...
Tile+Brush
When using the Unity Tilemap Editor (UTE) you can use the Tile+Brush instead of the default GridBrush. The Tile+Brush is installed by default when you install the TilePlus package. The User Guide explains how to revert that if you want to. Brushes have Brush a...
Selection Inspector for Unity tiles
Selection Inspector When displaying a normal Unity tile, the Selection Inspector will look something like this: The small buttons allow you to focus the Scene camera on the tile position or open the tile asset in an Inspector. Note that modifying the tile as...
Selection Inspector for Tile+ tiles
Here’s an example of a Selection Inspector when displaying a TilePlus tile. This is used in Tile+Painter and as the Selection Inspector for the Tile+Brush. Open this image in a new browser window then skip to the next page.
Selection Inspector Details
The Basic Info section displays read-only information from the tile. This area changes depending on what type of tile is being inspected. The last two items on the first line are the state of the tile and the Instance ID. The Toolbar is followed by fields and ...
Selection Inspector Toolbar
The Selection Inspector shows this toolbar: Focus: Focus scene view on selected tile. Inspector: Open an inspector for the tile. Save: Save the tile as a new asset. Inspect Prefab: If the tile has a GameObject then this button appears: open an inspector ...
Brush Inspector
This is the Brush Inspector seen when using the Tile+Brush with the Unity Tile Editor. It looks a bit different in Tile+Painter. The Help foldout at the top has some hints about how to use this inspector, followed by information about the tile. Note that the ...
Layout System Nomenclature
Name Class Type Use TileFabLib Static Loads TileFabs, supervises ZoneManager instances. ZoneManagerLib Static Utilities for ZoneManagers TpChunkedSceneManager Component Loads TScenes (Tile Scenes) under your control. TpZoneLayout Component Control...
Preparing a TScene
Now, how do you create a TileFab for use with this system? You create a TScene in a Unity scene that you use for design purposes only. There are examples of design scenes in the Layout Demo programs. Add a Grid and as many Tilemaps as you need. Design it as yo...