Your tutorials are great and I always appreciate when anyone takes the time to help people like this! So, please only take this as one person's suggestion and not a criticism. I'm having a bit of a hard time with the pace. I've always found videos that are recording themselves while they're doing the work to be much easier to follow along with. I've been having to stop and start the videos more often than I normally do. Again, great tutorials and great content! Also hope you and your family are healthy and safe.
Thanks for the feedback! I'm glad you enjoy my content. As for my pace, I heard you but most people find the pace good. Somebody even told me to speak faster, haha.
I'll have to agree with you. I'm new to Unity and I was constantly stopping the video also because your actions on screen were not always synched with what you said and I was not able to see your mouse which made it harder for me to follow you.
@GiantsOnTheHorizon what I've always done is watch then do. You don't have to split your attention and can understand what you see much more easily. Watch the full video, then do it in Unity. You can always return if you need to, but at least you'll already have an idea of what needs to be done
2:06 - From what i noticed, you have a second monitor, where you went with your mouse and drag an image into the project. Please don't! For more visualization, please address and show what are you doing so people doesn't have to figure it out how something poped out out of nowhere. I know you talk indirectly by saying about importing images, but doing it in the recording monitor is the best you could do IMPOV so learning and following your steps becomes easier. Another suggestion is to highlight the areas you go to change things. Either zooming at the location or creating a rectangular marker around it, since you are recording in a high resolution, sometimes tracking your mouse to know where you're going need the watcher to stop the video to track the mouse since the mouse icon is not being recorded. As i said above, anotehr suggestion is to record your mouse position. It is hidden from the recording. You overjump steps assuming people already know how to (Example: "create a palette as you always do"). I believe even if you fast forward the process, but record you doing, would be great.
Hey there! Thank you for the detailed feedback! I am trying to make my tutorials better and some of these issues I have already solved in my later videos. Also, if you have any questions about unity tilemaps check out my other videos on this topic. I usually include links in the description of the video.
@@TamaraMakesGames Did you create this tile asset in unity? I already watched the other video, there you use your own blocks. In this video it seems you create that asset of white tile with a shortcut or something. Unfortunately your mouse isn't visible :)
I just skipped the creation of the tile in this video. There are no shortcuts to do this as far as I know. It's a regular tile so just drag a spite onto the tile palette and create a tile asset.
I was struggling with this as well, in my case i needed to install the 2d sprite & 2d spriteshape packages from the package manager. then you can create sprites in the shape of your tilemap grid. simply drop the sprite into the tile pallet and you're good to go. hope this helps
when I create a prefab brush and try to use it like in the video, it removes my ability to select my active target of where to paint. instead it says "No valid target" and the editor gives me a "ArgumentNullException: Value cannot be null. " error.
Has this changed? I'm using Unity 6 and there's no field to select a gameObject in the GameObject Brush screen. If I try dragging gameObjects into the palette editor window they go in, but are invisible. Very confused!
At 2:15 You said, "Create a palette like you always do".... Honestly its a bit annoying since its my first time using the package you told us to install and I've never created a palette... Yeah, there are soooooo many things not explained in this tutorial or some stuff is mentionned way to quickly or not explained at all... Why we do that or use some stuff? How do we actually use it? :| Thought it was a tutorial, not a general demo of the Unity Tilemaps package... :|
I have problems with the mouse position, this dont move, when i press the key A o B instantiate an element in the center o the map, position for construction dont move, help me pls
I am having a hard time draging tiles into the tile map. it says invalid file even tho I changed it already to Sprite and UI. Can you suggest me what to do in this case?
Hello, How can I draw game object brush with custom cell size (ex: 2x1 - 2 columns & 1 row, or 1x2 - 1 column & 2 rows) with only 1 prefab. Whenever I edited the size, Unity throws out of bound exception
It's pretty frustrating that in almost all tutorials I see, while i'm trying to learn, they always start off with a certain set up and I'm instantly lost from the very beginning. Open Unity... Make a 3d Project... Make a plane to simulate the ground? Okay I'm lost. Thanks. I'm trying to figure out how to make a 2.5D Tile map where I can click and point to move around. This is so frustrating, 3 days and nothing. I think I'm stupid.
hey your vid helped me out a lot, but I have a small problem on the Prefab brush asset, I created some elements and filled them out with my Prefab tiles but when I go to the Tile palette, I can only paint the first element (element 0) even if I right click and press Select Paint Target it won't change, whatever I try to do it always paints the first element.
Hey there! Glad to hear that you found this video useful. As for your problem, try checking the size of your prefab brush. If it is set to just one tile it will only be painting the first element.
Hello, I got the same setup for a grid (XZY) and there's a problem with a tilemap collider. Since the collider is 2D, it's always in X and Y, at least as far as I know. I haven't found a way to rotate it to Z to match the grid. My guess the only solution is to create a separate collider (in 3D) for this. Have you faced this problem?
Hi, I haven't faced this issue because I was using regular colliders for 3D objects, not a tilemap collider. Can you please share your setup because I am curious about this issue? If you need to add a picture, please reach out to me via my Discord server (just poke me in any of the channels). discord.com/invite/dCJBpe2meg
@@TamaraMakesGames Well the setup is pretty much the same as in the video (Grid is in XZY and tilemaps are in XZ orientation). I'm pretty sure there's no way to rotate 2D tilemap collider, so I simply used box collider for the ground. Also after some thinking it seems like tilemap collider won't be much help, I will need to add border colliders anyway. But thx for the reply.
@@TamaraMakesGames thanks for the reply. Even when I tried different Unity versions I had trouble. This usually happened when I tried to create a second palette. So, instead of creating new ones in the Tile Palette editor, I just duplicated (ctrl-D) the first tile palette within the Assets folder.
Yes, it can be done in multiple ways. You can lift the grid object to position it on some other level. You can lift the tilemap object or even create a few of them for different levels. If you want to have only one tilemap, you can set an offset for your game object brush
Your tutorials are great and I always appreciate when anyone takes the time to help people like this! So, please only take this as one person's suggestion and not a criticism. I'm having a bit of a hard time with the pace. I've always found videos that are recording themselves while they're doing the work to be much easier to follow along with. I've been having to stop and start the videos more often than I normally do. Again, great tutorials and great content! Also hope you and your family are healthy and safe.
Thanks for the feedback! I'm glad you enjoy my content. As for my pace, I heard you but most people find the pace good. Somebody even told me to speak faster, haha.
I'll have to agree with you. I'm new to Unity and I was constantly stopping the video also because your actions on screen were not always synched with what you said and I was not able to see your mouse which made it harder for me to follow you.
@GiantsOnTheHorizon what I've always done is watch then do. You don't have to split your attention and can understand what you see much more easily. Watch the full video, then do it in Unity. You can always return if you need to, but at least you'll already have an idea of what needs to be done
Thank you so much. theres not much info in isometric and tilemaps in general.
I am so glad that you find my videos helpful! Thank you for your support!
I found a lot, just not much for 3d isometric tilemaps.
Genius! Great tutorial, thank you :)
2:06 - From what i noticed, you have a second monitor, where you went with your mouse and drag an image into the project. Please don't! For more visualization, please address and show what are you doing so people doesn't have to figure it out how something poped out out of nowhere. I know you talk indirectly by saying about importing images, but doing it in the recording monitor is the best you could do IMPOV so learning and following your steps becomes easier.
Another suggestion is to highlight the areas you go to change things. Either zooming at the location or creating a rectangular marker around it, since you are recording in a high resolution, sometimes tracking your mouse to know where you're going need the watcher to stop the video to track the mouse since the mouse icon is not being recorded.
As i said above, anotehr suggestion is to record your mouse position. It is hidden from the recording.
You overjump steps assuming people already know how to (Example: "create a palette as you always do"). I believe even if you fast forward the process, but record you doing, would be great.
Hey there! Thank you for the detailed feedback! I am trying to make my tutorials better and some of these issues I have already solved in my later videos. Also, if you have any questions about unity tilemaps check out my other videos on this topic. I usually include links in the description of the video.
awesome tamara! cheers from hong kong
Thanks! Hi from Ukraine 🇺🇦
How do you get the white tile in your asset-folder? it just spawns there wothout any action from you and i can't copy your steps :)
I just created a tile asset. I have a more in-depth explanation in another video of mine - ua-cam.com/video/HbKbxN6Oo6I/v-deo.html
@@TamaraMakesGames Did you create this tile asset in unity? I already watched the other video, there you use your own blocks. In this video it seems you create that asset of white tile with a shortcut or something. Unfortunately your mouse isn't visible :)
I just skipped the creation of the tile in this video. There are no shortcuts to do this as far as I know. It's a regular tile so just drag a spite onto the tile palette and create a tile asset.
I was struggling with this as well, in my case i needed to install the 2d sprite & 2d spriteshape packages from the package manager. then you can create sprites in the shape of your tilemap grid. simply drop the sprite into the tile pallet and you're good to go. hope this helps
Wow! I needed this! Thank goodness for that!
That was so helpful and your voice so calming, thanks aq lot 🤗
You're welcome! Happy to know that somebody liked how I sound 😅
when I create a prefab brush and try to use it like in the video, it removes my ability to select my active target of where to paint. instead it says "No valid target" and the editor gives me a "ArgumentNullException: Value cannot be null.
" error.
Has this changed? I'm using Unity 6 and there's no field to select a gameObject in the GameObject Brush screen.
If I try dragging gameObjects into the palette editor window they go in, but are invisible. Very confused!
Thank you. Your tutorials are very good quality and you're very beautiful which makes it even easier to watch. Keep up the good work.
Glad to hear that you like my tutorials!
Thanks a lot ! Pretty useful
At 2:15 You said, "Create a palette like you always do".... Honestly its a bit annoying since its my first time using the package you told us to install and I've never created a palette...
Yeah, there are soooooo many things not explained in this tutorial or some stuff is mentionned way to quickly or not explained at all... Why we do that or use some stuff? How do we actually use it? :|
Thought it was a tutorial, not a general demo of the Unity Tilemaps package... :|
That's awesome thank you!
I'm glad that you liked the video!
I have problems with the mouse position, this dont move, when i press the key A o B instantiate an element in the center o the map, position for construction dont move, help me pls
Wow so cool!! I really didn't know haha, thanks :D
Thank you! I didn't know about tilemaps in 3D too. Still learning 😅
I am having a hard time draging tiles into the tile map. it says invalid file even tho I changed it already to Sprite and UI. Can you suggest me what to do in this case?
Hello, How can I draw game object brush with custom cell size (ex: 2x1 - 2 columns & 1 row, or 1x2 - 1 column & 2 rows) with only 1 prefab.
Whenever I edited the size, Unity throws out of bound exception
It's pretty frustrating that in almost all tutorials I see, while i'm trying to learn, they always start off with a certain set up and I'm instantly lost from the very beginning.
Open Unity... Make a 3d Project... Make a plane to simulate the ground? Okay I'm lost. Thanks. I'm trying to figure out how to make a 2.5D Tile map where I can click and point to move around. This is so frustrating, 3 days and nothing. I think I'm stupid.
hey your vid helped me out a lot, but I have a small problem on the Prefab brush asset, I created some elements and filled them out with my Prefab tiles but when I go to the Tile palette, I can only paint the first element (element 0) even if I right click and press Select Paint Target it won't change, whatever I try to do it always paints the first element.
Hey there! Glad to hear that you found this video useful. As for your problem, try checking the size of your prefab brush. If it is set to just one tile it will only be painting the first element.
@@TamaraMakesGames i have a new problem when i choose element 5 for example it paint all tiles from 0 till 5 any solution?
Really cool!
Thank you a lot for the support!
thanks tamara
2:45 I don't see the 2D tilemap extra package only the editor. Is it bcs am not using Unity pro version or?
No, I have a free version of Unity. Did you switch to Unity Registry in the top left corner?
if you haven't found it already, you'd have to go to :
Edit > Project Settings > Package Manage > Advanced Project Settings > Enable Previews
@@ShadoryKaine Amazing. Thank you!
Thank you!
Hello, I got the same setup for a grid (XZY) and there's a problem with a tilemap collider. Since the collider is 2D, it's always in X and Y, at least as far as I know. I haven't found a way to rotate it to Z to match the grid. My guess the only solution is to create a separate collider (in 3D) for this. Have you faced this problem?
Hi, I haven't faced this issue because I was using regular colliders for 3D objects, not a tilemap collider. Can you please share your setup because I am curious about this issue? If you need to add a picture, please reach out to me via my Discord server (just poke me in any of the channels). discord.com/invite/dCJBpe2meg
@@TamaraMakesGames Well the setup is pretty much the same as in the video (Grid is in XZY and tilemaps are in XZ orientation). I'm pretty sure there's no way to rotate 2D tilemap collider, so I simply used box collider for the ground. Also after some thinking it seems like tilemap collider won't be much help, I will need to add border colliders anyway. But thx for the reply.
Thanks for the Video. What Code IDE do you use?
You're welcome! I'm using Rider from JetBrains
show mouse cause I do not not what u r doing
I am so confused. You don't explain how you opened/created something and just do it??
She says "Create a palette like you always do" ???? Idk how to do it ??
Thanks!
Is it just me or is the Tile Palette ridiculously buggy? No matter what version I use I get GridPalette subasset not found from:"Name"
I've never had problems with the tile palette 🤔
@@TamaraMakesGames thanks for the reply. Even when I tried different Unity versions I had trouble. This usually happened when I tried to create a second palette. So, instead of creating new ones in the Tile Palette editor, I just duplicated (ctrl-D) the first tile palette within the Assets folder.
Great!!
Thank you!
This is old. Tilemaps are now integrated into unity, so best find a newer tutorial.
The example is donde in a plane, can this be done with varying height?
Yes, it can be done in multiple ways. You can lift the grid object to position it on some other level. You can lift the tilemap object or even create a few of them for different levels. If you want to have only one tilemap, you can set an offset for your game object brush
@@TamaraMakesGames thanks a lot Tamara, this looks like what I needed :)
Cool
Thank you!
You're going too fast for me lol
Wow, Nice Girl Learner , Love You
Holy shit a female programmer? Marry me