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CodeSmile edited this page May 19, 2023 · 20 revisions

What is ProTiler?

It's a 3D streaming tilemap editor and optimized backend for Unity.

Pre-PreAlpha Screenshot: ProTiler Pre-PreAlpha

Just why the heck would I be interested?

If you ever made 3D tile worlds using Unity's 2D tilemap tools, or possibly worse - without them - you should be interested.

  1. ProTiler will reduce memory and disk storage for a tilemap world by a factor of (roughly) 100. Where a Unity 2D Tilemap of the same size sees a Unity scene file grow to 1 GB, ProTiler will save its data to about 10 MB.
  2. Editing and runtime performance are top speed: whereas Unity comes to a crawl as soon as you go over a few tens of thousand of tiles, ProTiler can comfortably work with maps in the millions of tiles - and that's BEFORE I did any (Burst, Jobs) optimizations!
  3. Oh, have you not noticed how ridiculous the workflow is for 3D tile editing, either when using Unity's 2D Tilemaps or with the grid snapping tools? If not, then I say you WILL take notice once you've seen ProTiler in operation. ;)

I've worked on tilemap games and tools since the late 1980's. I should know what I'm doing and I have a few innovative ideas up my sleeve. :)

Of course, while generating tile maps comes natural, this is NOT the primary focus of ProTiler. Instead, I want you to be able to actually DESIGN large worlds with ease, and then let ProTiler help you fill in the details. That's the opposite workflow of most other tile-based assets, where you generate a map in seconds, throw them away by the dozen, then spend a buttload of time detailing the ones that do work only to find out that the target system can't render it at 60 fps.

ProTiler Status

History

  • May 2023: Pre-PreAlpha. Achieved 100% test coverage. Monitoring tech debt with NDepend
  • Apr 2023: Architectural & Code Design choices, glad to have (re-)read Robert C. Martin's 'Clean' books. GameCI with GitHub Actions
  • Mar 2023: 'Playable' WebGL Prototype, Twitch Streaming
  • Feb 2023: Proof of Concept, checking all major features for feasibility

The two years before ProTiler, I worked on a ton of tools, concepts, prototypes with modern Unity tech in an attempt of coming up with the one tool I was confident that a) I'd still be happy working on it years from now and b) it would fill a niche on the Asset Store.

Requirements

ProTiler will require Unity 2021.2.0f1 as a minimum. This is due to Unity's Overlay GUI and UIKit features, and C# 9 support.

I don't think there is merit in supporting earlier versions with additional effort since by 2024 any Unity 2020 versions are going to be rather outdated (and not supported anymore). I'd rather spend my time on features. Also, I don't want to litter my codebase with #if UNITY_VERSION_SUCH_AND_SUCH_OR_EARLIER at this point already.

ProTiler's development target is currently Unity 2023.1 (beta) since I want to stay ahead of the curve. Automated GameCI tests & builds ensure compatibility all the way down to Unity 2021.2.0f1.

ETA

Plan is to release a 'early access' version in summer 2023 on the store for free. Then start selling it near the end of 2023.

Demos, Documentation & Planning

There's not much here yet but in the meantime I have a couple documents online if you want to peek inside my brain (goals, strategies, architecture, etc):