-
Notifications
You must be signed in to change notification settings - Fork 121
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Tiled2Unity files for use with A* search algorithm #32
Comments
Hi there. I suggest using Tiled's automapping features in combination with It will take a little bit of work but it's totally doable. I've thought of On Sat, Mar 26, 2016 at 11:07 PM, hsdk123 notifications@github.com wrote:
|
Hi Sean, thanks for the reply. I get the feeling that having a checkbox option of saving all tiles as individual game objects would be more than fine for a lot of cases (with just an added warning message saying that we can get O(n2) performance issues). I'm trying the automapping recommendation for the moment though (following the post here: http://www.seanba.com/getting-tile-information.html), but I don't quite understand how the custom importer works - more specifically, I don't quite know where I should be putting the file, and how I should be incorporating it into the import process. Is there a step by step tutorial for this by any chance? |
I'm also realising that with the automapping feature, the auto added tiles, after the regular import, are also just imported as 1 large game object like the other tiles. Is this supposed to be happening, or have I misused the automapping feature? Here's the map I'm currently testing with the rules included (test_rooms.txt) |
I can't open TMX files without the images that go with them but eyeballing For custom importers I talk about them a bit here: I don't think the option of exporting every single tile as an object is a (BTW, you may want to use TSX files so that you don't have to re-import the Best, On Sun, Mar 27, 2016 at 1:41 PM, hsdk123 notifications@github.com wrote:
|
Thanks for the quick replies - I'm trying to get the custom importer working, but Unity gives me
errors. Would you have any idea as to what might be happening? My custom import script is just the below:
|
Editor scripts must be in a folder named "Editor". Assets/Tiled2Unity/CustomImporter.cs (won't compile) ... but I recommend you keep your custom scripts outside of the Tiled2Unity Assets/YourGameScriptFolder/Editor/CustomImporter.cs Hope that helps, On Sun, Mar 27, 2016 at 2:19 PM, hsdk123 notifications@github.com wrote:
|
Hi Sean, thanks, I managed to get things working. I feel that the explanation on directories would be a great addition to the wiki though. I'll close this thread then until perhaps I come across what I feel might be a more generic method to allow for pathfinding using Tiled maps. Thanks for the help! |
Hi, I've been using Tiled2Unity for my map imports. Things were great, but now I need to start implementing path searches from one part of the map to another (without colliding with any of the colliders), but this seems very difficult with the current map import method as the maps are just saved as textures instead of tiles (or any form of nodes).
Do you have any recommendations on how A* could be implemented on top of the Tile2Unity import file? If this currently seems undoable, it would be great if an update could be made to make this possible.
The text was updated successfully, but these errors were encountered: