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5x5 tile check? #65
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After reading some comments on other issues here... i am beginning to think this may not be feasible... so how do I fix my issue? Attaching a clipping of a portion of my tilemap, you can see that the slopes would require more than the 3x3 check... and then there is the grass on top... would two tileset-rules work for this? |
Sorry, but...what exactly are you trying to accomplish? |
Ohh. Yes, that does make sense. It seems from your screenshots that each flat grass tile has a specific grass top that always goes with that tile. If that is indeed the case, then you could try merging the two tiles into one sprite with its y origin at 0.25 rather than 0.5--no idea if that's considered "bad practice," but hey, it's a feature that exists (and may or may not be bug-free), and frankly I'm not sure if Unity's Tilemap system has been around long enough to have established "bad practices." (This is admittedly a proposed solution to your underlying problem and not your stated problem. Even if it does work for you, I really hate it when I find a thread that ends up doing that--so if you or any future readers find that you actually do need a 5x5 grid for some reason, I'm willing to help, although I'm not confident I could actually help with that.) |
@jmeyer1980 I have the exact same problem now, did you find a good solution? |
@frulica Like how exact? Like, trying to automatically add grass tiles above ones you place? |
I mean slopes that need 5x5 check, and also, ground levels that could use 5x5 check as well. |
Yes, but why does the slope need a 5x5 check? Could you show me an example of what you want versus what you have? |
Imagine a 3x1 slope (3 squares long but only one square high per each step down. Right now, we can only manage 2x2 slopes. Much steeper than what I was wanting to use.
Either way... I gave up on Unity. I couldn’t find a way to do advanced 2d movement by myself without buying something.
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Subject: Re: [Unity-Technologies/2d-extras] 5x5 tile check? (#65)
Yes, but why does the slope need a 5x5 check? Could you show me an example of what you want versus what you have?
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Yeah...I pretty much don't even bother using rule tiles for slopes. I can't
imagine how you would set that up, even if you had a 5x5 grid, so I just
manually place slopes and call it a day.
…On Sat, Feb 9, 2019 at 11:06 PM jmeyer1980 ***@***.***> wrote:
Imagine a 3x1 slope (3 squares long but only one square high per each step
down. Right now, we can only manage 2x2 slopes. Much steeper than what I
was wanting to use.
Either way... I gave up on Unity. I couldn’t find a way to do advanced 2d
movement by myself without buying something.
Get Outlook for iOS<https://aka.ms/o0ukef>
________________________________
From: Koopa1018 ***@***.***>
Sent: Saturday, February 9, 2019 8:06 PM
To: Unity-Technologies/2d-extras
Cc: jmeyer1980; Mention
Subject: Re: [Unity-Technologies/2d-extras] 5x5 tile check? (#65)
Yes, but why does the slope need a 5x5 check? Could you show me an example
of what you want versus what you have?
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#65 (comment)>,
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|
This feature is implemented by #140 |
Well then. Don't know how I assumed this would never be added in, but obviously I was mistaken~ |
I have a tile set that has gradual slopes that require a 5x5 tile check... but I don't know C# and the changes I have tried in the script have not worked. Can anyone provide me with - or help me make the changes to the script - that would enable a 5x5 check and change the size of the grids in the inspector to 5x5? Or is this already possible and I just don't understand how it is done?
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