Generate 2D levels in Unity 3D from a text file
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Text Gen

Generate 2D levels in Unity 3D from a text file.

Works in conjunction with Kindred Sprite.


Download the Editor folder to Assets/Plugins/TextGen.

Configuration Options

Configuration lines always start with a semicolon (;).

;= : Key reference :: Required

Format: ;=<key character>:<GameObject path>

ex: ;=T:Ground means that the T character should create duplicates of the Ground GameObject in the hierarchy.

;n= : Parent container name :: Optional

Format: ;n=<string>

If supplied, all imported instances will be grouped together under a single GameObject with the specified name.

This option can also be set individual instance containers.

ex: ;=?:QuestionBlock,n=Blocks means that the parent for all QuestionBlock instances will be named Blocks instead of the default QuestionBlockContainer.

Multiple GameObjects can be assigned to the same parent container.

;z= : Global z-depth :: Optional

Format: ;z=<integer>

If set, all instance containers will be offset in the z-direction by this amount.

This option can also be set individual instance containers.

ex: ;=T:Ground,z=10 means the GroundContainer GameObject will have it's z transform set to 10.

;s= : Scale :: Optional

Format: ;s=<integer>

ex: ;s16 means that 1 grid square in the Text Gen file equals 16 units in unity.

;+ : Start map definition :: Required

This should always be the last configuration option in your file. It means that all of the lines after this one until we reach the end of the file define the level.


The back tick (`) is a special character that is ignored in the map definition. It's useful for visually filling out parts of your map definition file. In the example below, the Pipe GameObject is actually 2x2 squares in size. Using the back tick to visually fill out the rest of the pipe helps show how much space it takes up.

Example Text Gen file



    ?   =?=?=
 @        G    P`

Usage Instructions

  1. Prepare your prefab instances in the Hierarchy.
  2. Tag each of the prefab instances you want to use as a template with TextGenTemplate.
  3. Go to GameObject > Import From TextGen File....
  4. Select the Text Gen file you want to import from your project Assets.
  5. Click the Import! button.


Copyright (c) 2012 Eric Salczynski and Ramón Rocha

Text Gen is released under the MIT License.