32
votes
Accepted
How to get all tiles from a Tilemap?
To get an array with all tiles from a rectangular area of your tilemap, use tilemap.GetTilesBlock(BoundsInt bounds). You will get a one-dimensional array of tiles, ...
30
votes
Accepted
What is the size limit to the Unity 2017.2 Tilemap?
Your RAM is your limit.
The following tests were performed on a system with these specs:
Intel i5-6600
16 GB RAM
NVIDIA GeForce GTX 1070
Windows 7 Home Premium
Here is a script I ran which grows a ...
19
votes
How to get all tiles from a Tilemap?
Here is another way to do it with .cellBounds.allPositionsWithin
...
18
votes
Accepted
Player gets stuck on edges between TilemapCollider2D tiles
After trying to write a code that merges the squares effectively (especially for large Tilemaps) both horizontally and vertically I decided to look if there is a better suited collider than the ...
9
votes
Is there a name for this technique to put the tiles on the corner of a level?
It's a palette. Same thing you see some artists doing with colors. They draw a group of a couple of the main colors or even a gradient going between them for easy access. It's much easier to use a ...
8
votes
Accepted
How can I procedurally find a wall that separates two or more points on a grid-based map?
I will present a general concept and three solutions using that concept.
Concept is an Influence map: For each location in the map, you are going to store a number that represent the distance to each ...
8
votes
Accepted
Strange warping/shimmering effect with Unity Tilemap and Cinemachine
Note that Cinemachine now has a Pixel Perfect extension that automates the kind of camera calculations I describe further down in this answer. Consider using that, and check the rest of this answer ...
8
votes
Accepted
Is there a name for this technique to put the tiles on the corner of a level?
I don't know if there is a name, but this seems to be something you'd do to conserve memory.
First, a basic tile is very low resolution - just a few pixels across. But when rendered, they are ...
7
votes
Accepted
How can I generate infinite boundary walls in PICO-8?
Sounds like you want to animate the walls down the screen so that it appears as though the player's ship is moving forward.
Know that the PICO-8 Map is mainly for static backgrounds, so if you want a ...
7
votes
How can I deal with tilemap position in the editor?
The select tool.
Clicking any tile with the select tool, the inspector will tell you the position relative to 0,0.
With a little bit of math (and/or additional clicks), you can hone in on whichever ...
7
votes
Accepted
Tile palette off-centered
I fixed it by:
1.) Deleting my current tiles in the tile palette.
2.) In the inspector, after selecting the sprite that I wanted fixed properly on the tile palette, I changed the sprite's pivot ...
7
votes
Accepted
How do I sort edge tiles for a hex grid in order to draw a border?
The usual approach here is to pretend like you're solving a maze blindfolded: keep your left hand in contact with the wall, and follow its contours until you reach the exit (or in this case, until you ...
6
votes
Accepted
Positioning tile sprites so they connect seamlessly
Using the Move tool (not the RectTransform tool)
(Image from Unity docs)
Hold the V key to enable vertex snapping, and hover over the corners of your sprite. The transform gizmo will snap to the ...
5
votes
Elegant autotiling
I arrived here by Googling this problem myself, read the linked articles, and produced a relatively compact solution which generates the common set of 47 tiles. It requires a 2x3 tileset for the ...
5
votes
Accepted
Map generator sometimes doesn't work
You get an infinite loop. The statement that increases your counter in the while loop is inside an if statement that checks if the position is in bounds. Else it just sets ...
5
votes
How do I sort edge tiles for a hex grid in order to draw a border?
I see you already have an answer to your question, but I'm going to add another answer for anyone who's trying to solve a simpler variant of the question.
Civilization puts borders between hex tiles ...
5
votes
Accepted
How do I bitmask these tiles?
Your tileset is not ideal to use for autotiling, as many common pieces are missing, for example the L shape. I modified the tileset and used 160x160 wide tiles, this is the result:
The blue ...
5
votes
Accepted
How do I place objects so they snap to my TileMap in Godot?
Godot snaps to the grid guidelines and not the cells between them. So you won't snap to the middle of the square that you're dragging to. That's because you're snapping the position of the object (...
4
votes
Accepted
How to make a noise gradient?
Here are two different ways I might approach this problem, showing how they change as the effect intensity is cranked up & down.
The outermost column on each side is just my gradient, computed as ...
4
votes
Accepted
How to avoid rows on screen when cutting spritesheet tiles?
Keep in mind that context.scale does not change the internal resolution of the canvas. It just adds a multiplication factor to all coordinates you pass to the drawing functions. Due to floating point ...
4
votes
Unity create Animated Tilemap?
If you are talking about the Random and Animated Tilemap Tiles tutorial available in the Unity website, then, you simply need to download and import the provided source below the video....
4
votes
Accepted
How can I change a sprite used for a Unity Tilemap tile at runtime?
There are 2 ways to change a tile's sprite during runtime:
Change tiles in a tilemap to a new tile (SetTiles or SwapTile)
Change tile's sprite
Both solution requires re-rendering of tiles.
This is ...
4
votes
Accepted
Finding a path with minimal number of turns on a grid?
First fix your A* implementation so that it will find the shortest path.
Adjust the cost of the turn instead of the heuristic. This means that when you generate the neighbours the one going straight ...
4
votes
Godot 3.1: procedurally generating TileMap with AutoTiles
This can be achieved with the update_bitmask_region() function in the TileMap class. Calling it with no parameters will update the whole tilemap, which is probably ...
4
votes
Accepted
Tilemap missing collision options?
The way you edit tile collision shapes has changed in Godot 4.
First click the TileSet assets in the tilemap inspector, and additional editing options appear.
Add ...
4
votes
How do I smoothly connect isometric tiles at different height levels?
I looked at this old question here: How to create tilted (height) isometric tiles. but I can't understand the solution of "shearing to the right, then rotate by 45 and scale in height".
The ...
4
votes
Accepted
Is there a way to set custom data per cell in Godot 4?
I solved this problem by extending the TileMap class thus:
...
3
votes
Accepted
Reading a text file and changing each digit into a value inside an array c#
With int.Parse(SR.ReadLine()) you are trying to convert the whole input line (consisting of 300 digits) into one single int. ...
3
votes
How to pass the correct data into a continuous world
RESOLVED
I solved my problem, I made the system based not on the keys but on the position of the player. Now this situation does not happen anymore. How I did it:
1 - I created a central rectangle.
...
3
votes
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