TileBase | Range based Single File MBTiles like Store | Runtime Evironment library
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Range Based Single File MBTiles-like Tile Store.
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QUESTION
So in my Unity2D game, I need to change tiles inside a tilemap from within a script. I quickly found the Tilemap.SetTile function which asks for a Vector3Int position in his parameters, however my tile size is in 0.16f increments, which means that my tiles' Vector3 positions look like (0, -0.16f, 0).
...ANSWER
Answered 2020-Jun-24 at 19:41tileSize
doesn't affect indexing by cell. Simply do this:
QUESTION
I am trying to make a building game, where you can build anywhere that there is no builds and touching the ground. Here is my code
...ANSWER
Answered 2020-Apr-13 at 01:15It's hard to say for certain but It seems that the conversion from world space to grid coordinate is off-by-one at least in the y dimension and i would guess in the x direction also. I believe the best candidate for the bug is this line here
QUESTION
so, I'm making a terraria-like game in unity 2019 on windws 10 using c# which has procedurally generated tilemaps and i have this script attached to a grid:
...ANSWER
Answered 2020-Mar-13 at 19:52So apparently my word generation method was fine, just the loop I was using to smoothen the terrain took too long.
QUESTION
I'm attempting to implement the A* pathfinding algorithm for a 2d hexagonal tilemap. I've got the following HexCell class that acts as a data container and adjacency finder using a hex index integer:
...ANSWER
Answered 2020-Feb-22 at 22:36Found the solution to my problem. The adjacency logic within each hex was not quite right as I suspected. Finding correct adjacent indices requires an offset on every other row due to the layout of the hexagonal grid.
QUESTION
I have made a basic scripted tile, it have set prefab as game object. Problem is, that gameobject is offset when door is placed. I would like to have gameobject on same location as tile.
DoorTile.cs
...ANSWER
Answered 2020-Jan-03 at 22:03This is due to your Tile Anchor being (0.5, 0.5, 0). You can modify your tile anchor under the Tilemap component to fix this, or you can simply add the offset to your Door object.
QUESTION
So the way I did it was an O(n) solution:
...ANSWER
Answered 2019-Aug-15 at 20:41You can't look at every tile any faster than looking at every tile at least once.
QUESTION
I have a scenario where I will need to know certain information about all of the tiles in a tilemap. From the research I've done and questions that others have had, this may not be the easiest thing to do.
I am faced with 3 possible options, as far as I can tell:
Don't use Unity's Tilemap, and build the tiles out by hand instead via a list of GameObjects and sprites. Then attach any sort of model I may need with custom values as a script to said GO. This will make it very simple to add logic to each tile. The downsides will be that it'll be a lot more annoying to build out maps.
Use Unity's Tilemap, but keep track of each special node tile in code manually. Needless to say, this isn't a very attractive workflow, since any time the map changes, the change would have a need to reflect in the code map/list/array
Override Unity's Tiles (just like the 2d extras pack) and creates a rule tile for every special tile. When reading in the tiles, and compiling a dictionary, check the type of tile and assign any special properties based on the type of tile you're currently looking at. The rule tiles can either be visual tiles or painted on a tilemap underneath the visual tilemap used only for storing information of the map above it.
(3.1) Do the same as above, but instead of using special rule tiles, separate any special tiles onto their own special Tilemaps. Then read through each tilemap and compile a dictionary that keeps track of any special tiles and their special properties.
Currently I am using the following:
...ANSWER
Answered 2019-Mar-30 at 16:11You could have one layer in your tilemap for each type of base terrain, and attach a script to each terrain layer that specifies what types of units are allowed to enter tiles that are part of that layer. Some spaces may have overlapping tile layers. Mountains, for example, might have a "land" tile and a "mountain" tile.
Then when you're doing your pathfinding calculations, you only consider spaces that have at least one tile (to prevent units moving off the map) and that the unit type is allowed to enter each type of tile that is on that space. Something like this:
QUESTION
I have been trying to get the tiles of a Tilemap and I could get them with this code that I found in another question:
...ANSWER
Answered 2018-Aug-28 at 03:59QUESTION
I have the following class definitions:
...ANSWER
Answered 2018-Jun-30 at 17:50That's easy to do using std::is_base_of<>
QUESTION
I am making a topdown tilebased 2D game. In this game, I want to make 1 of the walls into a mirror, like you can see on this video. Now, I know the game in the trailer is made in RPG Maker, but I want to make my game in Unity 3D.
I have tried to set a camera right next to the mirror, add a RenderTexture on the camera and set that texture on the Sprite, but of course it is not possible to convert a RenderTexture to a Sprite, so this did not end up working.
So my question is, is it possible to create a mirror like in the trailer?
...ANSWER
Answered 2017-Oct-11 at 12:46You could do it the good old Super Mario 64 way and have the wall be a screen that shows another camera's perspective of another character.
Unity is pretty good at PIP (Picture In Picture) from what I've heard, so may be worth a shot.
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