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Feb 8th, 2016
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  1. TileMaster
  2. By: Randy Phillips (aka Caliber Mengsk)
  3. ==================================================
  4. Hi, and thank you for buying my extension.
  5. I put a lot of work into it to try and make it as
  6. easy to use, and as stable as possible. This tool
  7. is intended to be used to place 2d tile sets using
  8. the built in sprite engine of unity. This allows
  9. for using the built in batching system, as well as
  10. any other benefits the 2d sprite engine provides.
  11.  
  12. If this is your first time using this
  13. extension, please watch the video tutorial here:
  14. https://www.youtube.com/watch?v=mxy9HdNM-is
  15.  
  16. There are a few things to point out about
  17. this extension. This will be a small explination
  18. of some things you need to do.
  19.  
  20.  
  21. ==================================================
  22. Using the tool
  23. ==================================================
  24. After unpacking this tool using the unity
  25. package, there is only really two things that you
  26. MUST do to get your tilesets working. First, you
  27. need to put all of the images you want to use as
  28. tilesets into the "Resources/Tilesets" folder, and
  29. imported as a sprite. Second thing you need to do
  30. is to slice the tileset. Assuming it's a standards
  31. based tileset in an exact grid, this is super easy
  32. inside of unity. Otherwise, if they are all odd
  33. sizes that don't fit in a grid, you can get a head
  34. start using the automatic slicer built into unity
  35. as well. That's it. After you've done that, it
  36. should show up in the list of tilesets and should
  37. be pretty easy to use past that.
  38.  
  39.  
  40. ==================================================
  41. Describing parts of the tool
  42. ==================================================
  43.  
  44. Paint
  45. --The paint tool is similar to how you would paint
  46. a color in MS Paint or Photoshop. You select the
  47. tile (color) and click and drag to paint it on the
  48. currently selected layer.
  49.  
  50. Erase
  51. --Similar to the paint tool, but removes the tiles
  52. on the currently selected layer.
  53.  
  54. Box Paint
  55. --If you click and drag with this selected, it will
  56. fill the box you now see with the current tile on
  57. the currently selected layer.
  58.  
  59. Highlight Layer
  60. --This highlights the entire layer that's selected
  61. with the color to the right of the check box. You
  62. can even change the alpha level to see things behind
  63. the current layer. Uncheck this before saving the
  64. level or hitting play, as this could save the
  65. hightlight directly to the layer.
  66.  
  67. Paint With Collider
  68. --This adds a collider to every tile individually
  69. with a custom polygon collider. This collider fixes
  70. issues found with using the normal box collider where
  71. players and enemies can get stuck on corners even if
  72. they are exactly flat. In a future update, this will
  73. be optimized to have generated colliders for the
  74. entire layer.
  75.  
  76. Selecting multiple tiles
  77. --You can select multiple tiles at the same time to
  78. paint by holding the left control key and clicking.
  79. With multiple tiles selected, both Paint and Box Paint
  80. will randomly select a tile out of the multiple tiles
  81. to be placed. This is great for placing things like
  82. grass.
  83.  
  84. Layers
  85. --The layers make painting things pretty easy. You can
  86. toggle visibily of the entire layer, move it up and
  87. down in the layers, rename it, and delete it. This
  88. will be extended upon later after other features are
  89. added in.
  90.  
  91.  
  92. ==================================================
  93. F.A.Q.
  94. ==================================================
  95.  
  96. Q: I don't see any of the images I put in as
  97. tilesets in your extension!
  98.  
  99. A: Be certain you've imported the image as a
  100. sprite and that you have placed it in the
  101. "Resources/Tilesets" folder, and that you've got
  102. slices inside of it.
  103.  
  104.  
  105. Q: Can I paint animated objects?
  106.  
  107. A: Not at the moment. I plan to extend the tool
  108. to allow for painting prefabs in general, so you
  109. could even paint entire enemies with scripts, but
  110. that's in a future update.
  111.  
  112.  
  113. Q: Can I change the spacing of the tiles?
  114.  
  115. A: Not at the moment. For the time being it is a
  116. 1x1 grid inside of unity.
  117.  
  118.  
  119. Q: Can I paint things that are different sizes?
  120.  
  121. A: Yes! Things like windows or trees are normally
  122. not only a one tile sized thing. You can paint
  123. larger objects, and it should paint it based on
  124. the anchor point that you set when slicing the
  125. sprite to the right shape.
  126.  
  127.  
  128. Q: When I paint things, there's sometimes a weird
  129. line when the camera moves. What's going on?
  130.  
  131. A: This is actually a bug inside of unity due to
  132. how sprites work. What's happening is a sprite is
  133. actually a 2d plane in 3d space. This allows for
  134. both 2d and 3d objects to be in the same game easily
  135. without having to rewrite an entire engine. The
  136. problem with this is that you get UV mapping glitches
  137. due to the innaccuracy of the UV map system. I am
  138. working on a tool that will be included in an update
  139. that will take your slices and duplicate the outside
  140. pixel for you and save the image out to a new image.
  141. This fixes the problem completely, but it takes a
  142. lot of work to do manually, and I'm having issues
  143. with coding it. I'll make an option to overwrite the
  144. original image and slice it in order, so you won't
  145. even have to re-paint tiles with it. This could be
  146. as few months down the road though. As stated, it
  147. is part of how unity works that is causing this and
  148. I'm working to fix it. :D Just give me a little time.
  149.  
  150.  
  151. Q: Is there a way to do parallaxing?
  152.  
  153. A: Not natively, at least not yet. If you want to,
  154. you could paint a layer to be the background (the
  155. layer you want to parallax), and when done, just
  156. drag the layer out of the TileMaster work parent
  157. and use it like you would any other game object.
  158.  
  159. Q: What features do you plan to add down the line?
  160.  
  161. A: At this point I'd like to make a way to paint a
  162. tile group (like trees) to paint all in one go
  163. instead of one tile at a time. I'd also like to
  164. support painting game objects with scripts attached
  165. (like enemies, coins, death spikes, etc). This may
  166. be a bit down the road as I'd like to get the next
  167. feature in first. That being the image padding
  168. function. As stated above, there is a uv bug in
  169. unity when it comes to tiling, and the best way to
  170. get rid of it is to pad the tile by one pixel
  171. (duplicating the outside pixel of the tile).
  172. Eventually, I'd also like to add layer styles like
  173. photoshop has, but this may not be as easy of
  174. a feature to add as I want. **NOTE** None of these
  175. features are a promise. They are wants, and I have
  176. no timeline for when these may be put in, if at all
  177. but I'd like to say that I do intend to make it
  178. even better then it already is.
  179.  
  180.  
  181. ==================================================
  182. Contact
  183. ==================================================
  184. Please send any questions or suggestions to:
  185. Caliber_Mengsk@yahoo.com
  186.  
  187. If you need help fast, I still suggest emailing me
  188. but you can also tweet at me on twitter:
  189. @CaliberMengsk
  190. https://twitter.com/CaliberMengsk
  191.  
  192. I'll reply as soon as possible.
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