Unity instantiate tilemap

Discussion in ' 2D ' started by HilifrioFeb 24, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links.

unity instantiate tilemap

Come check them out and ask our experts any questions! Joined: Feb 6, Posts: 4. Hi evryone! I'm new in unity and i'm trying to develop my second game wich is a strategy game!

My game has an isometric tile map on wich there are some randomly placed Castles. I want my Castle to be scriptable so I can add garnison, change it's appearance, etc.

However i've got out of bounds placement issues due to the unit, and the Tiling on the map isn't clean enough. PNG File size: Castles OOB. HilifrioFeb 24, Joined: Apr 4, Posts: I would position empty gameObject s on the location you want spawn and use their position to correctly place them with instantiate Another way would be to get the Length and width of the Grid Area.

Get the size of a Single tile in unity's units. It can be any size though. Last edited: Feb 24, ShiroTheWhiteFeb 24, Thanks for your answer! I'll try this, so in this example my Castle will be an empty GameObject? I just don't figure out how to convert my tiles units into unity units.

I also saw the tilemap. SetTile method wich is easier than instantiate for placing items on tilemaps. However it seems not possible to script a tile as I want to script my castles is it? Unity units is basically how big the tile is in the scene Scale on the x and tradezero paper trading axis.

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Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. But every guide said that just use palette, but my game tilemap is a little dynamic. So I can add, change and delete tiles in tilemap at runtime dynamically.

And I must read the tile data from map xml files. So i can add tiles by programmatically. In reference there is a 'setTile ' method.

Create a prefab using the tile map

But there is no proper example about use this. Should I create tile game object first and drag it to prefabs folder for make it tile prefab. And I must use like this? May I get some example for how to use setTile to add tiles programatically. And I'm a newbie of unity so if you mind please give more tips or advice about tilemap just anything.

This does not seem like a "newbie" question at all. It seems fairly clear that you just want to lay down tiles programmatically rather than via the editor. I ran in to the same question because I wanted to populate my tiles based on a terrain generator. It's surprising to me that the documentation is so lacking in this regard, and every tutorial out there seems to assume you are hand-authoring your tile layouts.

This first snippet does not answer your question, but here's my test code to lay down alternating tiles in a checkerboard pattern I just have two tiles, "water" and "land".

unity instantiate tilemap

In the MonoBehaviour class where you are writing the code to programmatically generate the tile layout, expose some public properties:. Then in the Unity Inspector, these fields will appear.

If you press the little bullseye next to these properties it will open up a "Select Tile" window where you should be able to see any tiles that you have previously added to the Tile Palette. If you have a lot of different tile types, manually hooking up properties as described above may become tedious and annoying.

Also if you have some intelligent naming scheme for your tiles which you want to take advantage of in code, it will probably make more sense to use this second method. Learn more. How to set tile in tilemap dynamically? Ask Question. Asked 1 year, 4 months ago. Active 1 year, 1 month ago.

Viewed 3k times. I'm using Isometric Tilemap to make my game map. I'm using unity 3.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. One issue I am having is that I don't know how to get the x,y coordinates of a placed tile via script.

I am trying to move a scriptableObject on the tilemap in script to a new location that the player clicks, but I don't know how to get the coordinates of the clicked tile location. There doesn't seem to be any position property for the Tile class the Tile knows nothing about its locationso the Tilemap must have the answer. I was not able to find anything in the Unity documentation for how to get the Vector3 coordinates for a selected tile in the Tilemap.

If you have access to the Tile instance you can use its transform or the raycast hit from the click to get its world position and than get the tile coordinates via the WorldToCell method of your Grid component look at the documentation. Unity seems to not instantiate the tiles but instead uses only one tile object to manage all tiles of that type, i wasn't aware of that. To get the correct position you have to calculate it yourself.

I couldn't find a way to get the Grid's position from mouse click, so instead I used a Raycast to Vector3and then converted that to coordinates via the WorldToCell method of the Grid component as per Shirotha's suggestion. This allows me to move the selected GameObject to a new position. On an aside, I know how to get the Grid location, but now how to query it. I need to get the GridSelection static object from Grid, and then get its position.

Learn more. How can I get the x,y coordinate location of a tile in the tilemap? Ask Question. Asked 2 years, 6 months ago. Active 2 years, 5 months ago.

Viewed 12k times. I have just started getting used to using Unity's new tilemap tool UnityEngine. Active Oldest Votes. EDIT: Unity seems to not instantiate the tiles but instead uses only one tile object to manage all tiles of that type, i wasn't aware of that. ScreenPointToRay Input. GetPoint -ray. WorldToCell worldPoint. Shirotha Shirotha 2 2 silver badges 4 4 bronze badges. I'm going to try the raycast method thanks, I don't think I can use the Tile instance's transform.

unity instantiate tilemap

From my knowledge, the tiles in my Tilemap have no knowledge of their location in the grid. The script does some action on click and I do have access to the Tile ScriptableObject, but I'm not sure how to get the 'instance' and whether it knows about its position.

Shirotha I understand your edit, but I don't see how a Tile can know about its position. The 'position' would always return a static value.I've been playing around with the tilemap and am looking for a way to paint some tiles with that contain game logic. Rather then just painting tiles I want to occasionally paint tiles that actually instantiate gameobjects. After reading the documentation for the tilemapper it appears to be something I should be able to do, however I am running into a few issues with placement of the assocaited gameobject.

The appers to instantiate the object at. This is what it ends up looking like the green object is the prefab and the cyan one is a reference sprite for this tile. The position of the referenced prefab is V2.

Here's a shot of the Tile asset I've made. I cant' seem to figure out what's causing the tile painter to place the gameobject like this the pivot of the prefab is correctly in the center of the square sprite. Help is most appreciated! I've tried messing with all the tile flags and other options.

Nothing seems to alter this positioning. I must be missing something! Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments.

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Tilemap: Resizing Tiles? Color tile from tilemap 0 Answers. How to get which Tile in a tilemap another GameObject collided with? Login Create account. Ask a question. This is what it ends up looking like the green object is the prefab and the cyan one is a reference sprite for this tile offset The position of the referenced prefab is V2. Add comment.

Your answer. Hint: You can notify a user about this post by typing username. Welcome to Unity Answers The best place to ask and answer questions about development with Unity.

unity instantiate tilemap

If you are a moderator, see our Moderator Guidelines page.The Tilemap component is a system which stores and handles Tile Assets for creating 2D levels. It transfers the required information from the Tiles placed on it to other related components such as the Tilemap Renderer and the Tilemap Collider 2D.

Refer to the documentation on Tile Palette and Painting Tilemaps for more information.

Instantiate Objects on Tilemap

Unity also supports specialized types of Tilemaps such as Hexagonal and Isometric Tilemaps. Refer to the documentation on their respective pages for their specific workflows. You can download examples of scripted Tiles A simple class that allows a sprite to be rendered on a Tilemap.

Example projects with these scripted GameObjects are availalbe in the 2D Techdemos Github repository. For descriptions of the different scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like.

Version: Language : English. Unity Manual. Unity User Manual Sprite Shape Renderer. Publication Date: The rate at which Unity plays Tile animations. Increasing or decreasing this changes the speed by the equivalent factor for example, if you set this to 2, Unity plays Tile animations at double the speed. Tints the Tiles on this Tilemap with the selected Color. When set to white, Unity renders the Tiles with no tint. The anchoring offset of a Tile on this Tilemap. Adjust the position values to offset the cell position of the Tile on the associated Grid.

The orientation of Tiles on the Tilemap. Use this if you need to orientate Tiles on a specific plane particularly in a 3D view.Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation.

This function makes a copy of an object in a similar way to the Duplicate command in the editor. If you are cloning a GameObject you can specify its position and rotation these default to the original GameObject's position and rotation otherwise.

If you are cloning a Component the GameObject it is attached to is also cloned, again with an optional position and rotation. When you clone a GameObject or Componentall child objects and components are also cloned with their properties set like those of the original object. By default the parent of the new object is null; it is not a "sibling" of the original.

However, you can still set the parent using the overloaded methods. If a parent is specified and no position and rotation are specified, the original object's position and rotation are used for the cloned object's local position and rotation, or its world position and rotation if the instantiateInWorldSpace parameter is true. If the position and rotation are specified, they are used as the object's position and rotation in world space. The active status of a GameObject at the time of cloning is maintained, so if the original is inactive the clone is created in an inactive state too.

Additionally for the object and all child objects in the hierarchy, each of their Monobehaviours and Components will have their Awake and OnEnable methods called only if they are active in the hierarchy at the time of this method call. These methods do not create a prefab connection to the new instantiated object. Creating objects with a prefab connection can be achieved using PrefabUtility. Instantiate can be used to create new objects at runtime. Examples include objects used for projectiles, or particle systems for explosion effects.

Instantiate can also clone script instances directly. The entire game object hierarchy will be cloned and the cloned script instance will be returned. After cloning an object you can also use GetComponent to set properties on a specific component attached to the cloned object. You can also use Generics to instantiate objects. See the Generic Functions page for more details.

Extending TileMap to "paint gameobjects"

Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted. Parameters original An existing object that you want to make a copy of. Returns Object The instantiated clone. Description Clones the object original and returns the clone. TransformDirection Vector3.

Parameters original Object of type T that you want to clone. Description You can also use Generics to instantiate objects. By using Generics we don't need to cast the result to a specific type. Publication Date: When you assign a parent Object, pass true to position the new object directly in world space.Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation. The Collision class contains information, for example, about contact points and impact velocity. Notes: Collision events are only sent if one of the colliders also has a non-kinematic rigidbody attached. Collision events will be sent to disabled MonoBehaviours, to allow enabling Behaviours in response to collisions.

Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. OnCollisionEnter Collision. Suggest a change. Submission failed For some reason your suggested change could not be submitted. Parameters other The Collision data associated with this collision event. DrawRay contact.

FromToRotation Vector3. Publication Date:

SCRIPTABLE OBJECTS in Unity

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