This is a great tool! Makes it so much easier to set up complex rule tiles... not even comparable to stock unity workflow. This is how it should have been designed from the start.
hello sir, im a little late for the party, but I would like to ask you sir a question, if I have a procedural generation world with ruletiles, with chunks of 16x16 tiles each, will i be able to connect neighboring chunks edges as if was on the same tilemap? thanks for this awesome package tho, keep up the good work!
Is it possible to have a tile change it's sprite based on a property set on the instantiated game object? Or something similar? Need to change between a "Normal" and "Destroyed" tile without destroying the gameobject.
is it possible to manually place a specific tile somewhere and not have the rules apply around it? In regular unity or with this pluggin? I can't find any information anywhere on that subject.
It should work as long as you're using at least version 1.6 or higher of the tilemap extras package. The non demo version was tested 2019.4, but I'll need to test it on 2018 too to be sure.
This is a great tool! Makes it so much easier to set up complex rule tiles... not even comparable to stock unity workflow. This is how it should have been designed from the start.
Amazing video!
I havent tried this yet but curious.... could you use this on Isometric 2D tiles too?
NVM just heard what you said at 11:00, this sounds good
Bought better tiles and have been enjoying it. However, I cannot seem to delete tiles from the tile drawer once I have added them. Can you help?
hello sir, im a little late for the party, but I would like to ask you sir a question, if I have a procedural generation world with ruletiles, with chunks of 16x16 tiles each, will i be able to connect neighboring chunks edges as if was on the same tilemap? thanks for this awesome package tho, keep up the good work!
Is it possible to have a tile change it's sprite based on a property set on the instantiated game object? Or something similar? Need to change between a "Normal" and "Destroyed" tile without destroying the gameobject.
No, the tool cannot do that. But using custom scripted tiles I think it's achievable.
I downloaded the demo, but it does not seem to work with URP. Is this fixed in the paid version?
is it possible to manually place a specific tile somewhere and not have the rules apply around it? In regular unity or with this pluggin? I can't find any information anywhere on that subject.
With default unity something you could do is to have a second tilemap that is on top of the first one, and than place that tile on the top tilemap
@@VinarkDev by second tilemap you mean grid?
You can have multiple tilemaps on the same grid
@@VinarkDev oh ok I get what you mean. I went too far and too complicated while this solution is simple. Thx
@@VinarkDev Forgot to mention that you saved us a lot of headache and work, we wasted so much time on such a small problem. Thank you again.
When I click export options, the top menu bar simply disappears, making it impossible to export. How do I fix this? Using v 1.4.1
Hello, could you give me more context on how this issue appears? Do you get any errors, or have you done anything that could've caused the issue?
That looks just perfect! I downloaded the demo but could not get it to work. I am using Unity 2018.4.9f1.
I haven't updated the demo to work with older versions of Unity. I'll update and test it as soon as possible.
@@VinarkDev Thanks for the fast answer. Does the complete product work with Unity 2018?
It should work as long as you're using at least version 1.6 or higher of the tilemap extras package. The non demo version was tested 2019.4, but I'll need to test it on 2018 too to be sure.
Unfortunately the 2D extras package was built for 2019.2 or higher, so the package is not compatible.