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TileMap tile centering is changed compared to 2.1 #15249
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This is probably not intentional. I believe this is the same problem that was mentioned in the last comment of @oreismatheus in issue #13062. |
I am kind of fed up with all the changes to tilemap. @MarianoGnu and I were thinking of doing some extra simplification to tilemaps in 3.2 (or 4.0) and get rid of some (many) things including this. As such, kicking to that release. |
You mean get rid of centering tiles? |
Getting rid of alignment and offsets, with the new editor it's easier to create polygons now. |
I´m too agree with that. Origin point meaning should be calculate the Z-Order point in the tilemap with other objects inside that tilemap and self, not offset texture and shapes. For me it can´t be kiked to 4.0 because I needed. There is no option to perform some kind of isometric and top-down games with actual behavior. Offset individually every shape has no meaning. Offset texture with "Origin Point" has no meaning. All of this come from some commits that mix origin point with offset. This is the actual chaos of tilemap: |
…FT and CENTER and other casuistry This commit fix godotengine#22989 fixing displaced textures and not coincident shapes in tilemap. Fix too: godotengine#15249, godotengine#28206, godotengine#28610 and probably others
…d compatibility mode This commit fix godotengine#22989 godotengine#15249 godotengine#28206. Main problem is that tilemap displace textures in different tile origins in a strange way and doesn´t respect coincidence between texture and shapes in not uniform tiles. This issue is present in godot 3.0 and godot 3.1. To maintain compatibility are added a compatibility mode and a center texture option. Other related issues and pull request: godotengine#28896 godotengine#29487 godotengine#29519 godotengine#29961. Idications of godotengine#30204 are added
Godot 3.0
Windows 10 64 bits
I just gave a go at the tilemap node in 3.0 master and I quickly noticed that I was unable to reproduce the same tiles the same way as in 2.1, when they are centered. Was it intented?
Here is how my tiles look like in 2.1:
They are all centered,
And when a tile has bigger height, I move the center down to the "main" part of the tile:
Which gives the following desired behaviour in a TileMap, once "tile origin" is set to "center":
Now, in 3.0, I tried the same setup and got different results.
That's what the issue is about: ground tiles get offset, as if the tile's center was actually top-left (which none of them are):
And wall tiles too:
The only way I could remake this was to change all tiles in my tileset to have a top-left origin:
Which results in the same placement I expected.
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