I think the singleton is a good call here. I'm working on a game right now that requires each tile to have a large amount of data. I thought about using scriptable objects with some kind of helper/manager, your video has me more confident in it. Thanks
In case anyone is confused when he's like creating 'TileData' in the menu, that's the new 'instance' of his script, 'TileData', for you, it will be the name of your script. Like 'isSpikeTile'. You will want to make two or more of these.
Thanks for clarifying that, I should have explained more as this is not something you see in beginner tutorials. I've worked for like a year in Unity before learning about non monobehaviour classes and how useful they can be.
Thanks~ i used this to learn how to give tiles information. I didn't think of this beforehand xD. Now my enemys and adventurers can move based on the tiles they move over.
Your tutorial gives me exactly the info I need in the simplest, easiest way. Definitely better than the Unity official guide haha. Have a sub from me and good luck on your RUclips channel.
4:55 - i just want to clarify, I caught you adding the tile map to the script object, but i imagine many people who are very new to coding may miss this, as you don't actually say anything about assigning it, you just do it while saying "Add the script and enter play mode". Things seem a little rushed in these tutorials. like, you don't seem to give an awful lot of time for viewers to read the code you are putting before you change screen and continue talking. It can be a little frustrating having to pause, go back, pause go back every 2 seconds because of the speed you do things. Just some constructive feedback :), thanks BUNCH for the video!
I was having a lot of trouble getting this to work. Turns out that for some reason, my Mouse Position returned -1 as the Z value when converted to Vector3Int. Manually setting gridPosition.z = 0 before map.GetTile(gridPosition) fixed it for me. Thanks for the video!
omg i was pulling out my hair trying to get the 'click reporting' portion to work, because VS autofilled in ScreenToWorldPoint with ScreenToViewpoint and I didn't notice for hours and hours. lmao. classic coder issues. thanks for the guide btw, very helpful.
I think a better approach will be to inherit from and create your own tilebase, that way the data is actually stored inside the tile, you have more flexibility when wanting to change the tile appearance and no import method is needed when you want to get the information on start. See for reference: ruclips.net/video/VV0NgnztIQg/видео.html
GREAT video! Can I also add behaviour to when there's a collision with a tile, that something happens based on the type of tile? For example: hitting one tile bounces your bug backwards, while another tiles opens up a whole new scene (both depending on the type of tile that was hit)? Subscribed, thanks.
I'm curious, could you use this system for a pre-drawn image if you placed a grid over it and then made the tiles invisible? So it could be used for like an RPG world map and the tiles determine the environment of random encounter battles?
Sure, but then the tilemap would be more like an editor tool and at runtime you could just save the data based on world position and there's no need to go through all the tilemap API. Though if this helps you to make your game faster and you don't run into performance issues and it's an easier workflow, just go for it.
Very helpful video. I've been slowly bootstrapping myself into Unity, this video ties a bunch of things together for me in a very concise way. Agree with earlier comments that speaking a little slower and slowing navigation down a bit so people can see what you typed would be beneficial. As it was I had to make prodigious use of pause and skipping back a bit.
Hello, I have a tile animation, but I would like to place it in a tilemap, I would like to do all this in code. But tilemap has only one function which is SetTile() which asks me for a TileBase, so the question, how can I convert my TileAnimatorData to TileBase?
thanks for the tutorial! i have a question tho, i have tried using this on a tilemap that has 2 layers, one of them is mostly empty and i intend to add the data within both layers to get the result for something else, but im getting an error that the key cant be null, i was thinking on making every empty tile a tile in itself that consisted of an empty image and use that as a tile, is there any other fix you know of?
Where exactly do you get that error? In my example where we get the walking speed, I check if the tile is null, and if so, I simply return 1f. That way I never end up asking the dictionary with a null value. If you are using 2 tilemaps, you'd simply have to check for null twice.
@@ShackMan thanks for the quick reply! Im getting the error in the console, im still trying out the click on tile part to test it out, but now that i think about it just doing the thing you said on the get tilewalkingspeed function may fix it for actual use thanks either way c:
I was going to do that tomorrow. Any request on what to use as an example? Right now I was thinking of having the bugs take a crap on the tile map, which lets flowers grow. But let me know if you have a better idea so I can pivot.
To remove a tile you simple set it to null. So you would get the tile world position the same way, and then tilemap.SetTile(new Vector3Int(0,0,0), null); // Remove tile at 0,0,0
It is great! I was looking for something like this. How about perfomance? Is it better solution than having more tilemaps and raycast it with tilemap collider?
Very likely. Dictionaries in C# are actually really fast for looking up things (like looking for the connected data in this case). Collider are usually the hardest performance hit, because every frame everything that has a collider needs to be checked if it is touching or not.
Really helpful, thank you. Just a suggestion, sometimes you finish typing in a line in quick-time but then you quickly switch to the next scene before we even have a chance to look at what you just typed ( eg. @ 4:46). Please try to leave content on the screen for more than 1/2 second ;) Another thing, you don't describe the step where you drag the tilemap into the Map property of MapManager. I missed it first time through. Just mentioning what you are doing there would be helpful, it's easily missed.
sorry for the late reply, I really appreciate feedback like that. I hope I started doing a better job in newer videos because it annoys me too when I watch and follow along other people's tutorials and have to jump back and forth to catch that one second the line of code is showing...
Could you use this scriptable object system to change the tile's sprite to something else? I'm thinking of trying to adapt it fit a season system for a project of mine (changing grass tiles to snow and vice versa).
you could add this to the scriptable object: public TileBase winterVersion; public TileBase springVersion; etc. and assign the according tiles in the inspector Then in the MapManager: ChangeToWinter() { //go through every tile, get the connected scriptable object //check if it has a winter Tile, if so, replace the tile by using map.SetTile(position, winterTile) } You could even combine it with my other tutorial about storing unique data, by giving each tile a height. Then the map manager goes through the Change Winter function but only does it to tiles above a certain height, then a while later it does it again and lowers the height a bit.
When I try the GetTile, I can only get information of the tiles I created in-game. Tiles that were already there are null somehow. Do you know what might cause that problem?
there is a tiny lock icon in the top right corner of the inspector. If you click it, the inspector will lock for whatever object it is showing. Then you can click other things and drag them in there. When you're done just unlock the inspector window.
Never used scriptable tiles for data like that, only for adjusting the sprite automatically (like when you paint water, the edges will turn into beach tiles)
@@ShackMan yeah I was checking out the scriptable brushes and scriptable tiles (which are both amazingly rad) though I think our solution might need data as you've demonstrated here; so maybe a hybrid solution for us!
Many thanks for this tutorial! very helpful. I have a query - How would one get Tile and its position with a perspective camera ? You are surely using an orthographic cam.
in this block of code tileData.tiles gives me an error: 'type' does not contain a definition for 'tiles' and no accessible extension method 'tiles' accepting a first argument of type 'type' could be found (are you missing a using directive or an assembly reference?). did I do something wrong? or does unity no longer have a definition for 'tiles'? if so what do I use instead? foreach (var tileData in tileDatas) { foreach (var tile in tileData.tiles) { } }
Hey man, I was wondering if you know of a way to create a tilemap with a limited size? When you create a tilemap directly in the hierarchy it seems to stretch to infinity in all directions. I wanted to know if I could somehow alter a value which would "bind" the tilemap to a certain size and set its origin at 0,0. Do you have any ideas?
Sorry, no idea. I think it makes no difference in terms of performance. If you want it because it's tied to an ingame system, you could make a script that is between you and the tilemap, where you simply remove or add numbers. But that wouldn't have any influence in the editor of course.
Great tutorial!!! I'm not sure if I did something wrong. It works great until I switch scenes. For some reason it remembers every tile from the first level and disregards the tile data in the second level.
Great tutorial, managed to help me solve a few problems I was having. Don't know if you knew this but there is already a class in Unity called "TileData" which caused a bit of confusion on my end when I kept getting an error on the "foreach(var tile in TileData.tiles)" line.
@@tylerhughes4990 Been forever since I looked at this and I don't have the code. Is the error something along the lines of "TileData does not have attribute 'tiles'" or something? If so you need to change the name of the user-defined variable to something else.
What if we do this without scriptable object? like creating TileDictionary(TileBase, SpeedValue) and creating TileBase List and in Start iterating through TileBaseList and if Tile's name is Ground then TileDictionary.add(TileBaseList[i],15). and if tile's name is Grass then TileDictionary.add(TileBaseList[i],5). [SerializeField] private Tilemap _tileMap; public List tileBaseList; public Dictionary TileDictionary = new Dictionary();
void Start() { for (int i = 0; i < tileBaseList.Count; i++) { if(tileBaseList[i].name == "Ground") { TileDictionary.Add(tileBaseList[i], 10); } else if(tileBaseList[i].name == "Grass") { TileDictionary.Add(tileBaseList[i], 5); } } }
This brute force approach isn't the best. You should be able to associate a GO directly with a tile rather than having to scan potentially a long lookup list containing all SOs and tile. Not your fault, but Unitys.
I searching about how to custom scripting the grid and tile, and this is most understandable video i ever seen. Thank you!
I found this right in time for Ludum Dare 48. Thank you very much
this video is so underrated, thanks for the great info!
was looking around for this. nice to know tilemaps can do this. thanks a bunch :)
I think the singleton is a good call here. I'm working on a game right now that requires each tile to have a large amount of data. I thought about using scriptable objects with some kind of helper/manager, your video has me more confident in it. Thanks
In case anyone is confused when he's like creating 'TileData' in the menu, that's the new 'instance' of his script, 'TileData',
for you, it will be the name of your script. Like 'isSpikeTile'. You will want to make two or more of these.
Thanks for clarifying that, I should have explained more as this is not something you see in beginner tutorials. I've worked for like a year in Unity before learning about non monobehaviour classes and how useful they can be.
Thnaks for that, I was getting an error and it was bc of this!
@@boltio3543 :D Yay!
Thanks~
i used this to learn how to give tiles information. I didn't think of this beforehand xD.
Now my enemys and adventurers can move based on the tiles they move over.
Your tutorial gives me exactly the info I need in the simplest, easiest way. Definitely better than the Unity official guide haha. Have a sub from me and good luck on your RUclips channel.
4:55 - i just want to clarify, I caught you adding the tile map to the script object, but i imagine many people who are very new to coding may miss this, as you don't actually say anything about assigning it, you just do it while saying "Add the script and enter play mode". Things seem a little rushed in these tutorials. like, you don't seem to give an awful lot of time for viewers to read the code you are putting before you change screen and continue talking. It can be a little frustrating having to pause, go back, pause go back every 2 seconds because of the speed you do things.
Just some constructive feedback :), thanks BUNCH for the video!
I was having a lot of trouble getting this to work. Turns out that for some reason, my Mouse Position returned -1 as the Z value when converted to Vector3Int. Manually setting gridPosition.z = 0 before map.GetTile(gridPosition) fixed it for me. Thanks for the video!
omg i was pulling out my hair trying to get the 'click reporting' portion to work, because VS autofilled in ScreenToWorldPoint with ScreenToViewpoint and I didn't notice for hours and hours. lmao. classic coder issues. thanks for the guide btw, very helpful.
sorry for the random question, but why are there no curly braces required on line 71 etc in mapmanager script? never seen that...
I think a better approach will be to inherit from and create your own tilebase, that way the data is actually stored inside the tile, you have more flexibility when wanting to change the tile appearance and no import method is needed when you want to get the information on start.
See for reference:
ruclips.net/video/VV0NgnztIQg/видео.html
Thanks, I'll check out the video, hadn't seen it.
Exactly. This brute force approach isn't the best.
Thank you for this good and simple tutorial
Really cool video. Many interesting methods and stuff.
A super clear explanation.
GREAT video! Can I also add behaviour to when there's a collision with a tile, that something happens based on the type of tile? For example: hitting one tile bounces your bug backwards, while another tiles opens up a whole new scene (both depending on the type of tile that was hit)?
Subscribed, thanks.
I'm curious, could you use this system for a pre-drawn image if you placed a grid over it and then made the tiles invisible? So it could be used for like an RPG world map and the tiles determine the environment of random encounter battles?
Sure, but then the tilemap would be more like an editor tool and at runtime you could just save the data based on world position and there's no need to go through all the tilemap API. Though if this helps you to make your game faster and you don't run into performance issues and it's an easier workflow, just go for it.
Thank you so much for this ! So useful ! Love it.
Very helpful video. I've been slowly bootstrapping myself into Unity, this video ties a bunch of things together for me in a very concise way.
Agree with earlier comments that speaking a little slower and slowing navigation down a bit so people can see what you typed would be beneficial. As it was I had to make prodigious use of pause and skipping back a bit.
Fully agree!
Hello, I have a tile animation, but I would like to place it in a tilemap, I would like to do all this in code.
But tilemap has only one function which is SetTile() which asks me for a TileBase, so the question, how can I convert my TileAnimatorData to TileBase?
thanks for the tutorial! i have a question tho, i have tried using this on a tilemap that has 2 layers, one of them is mostly empty and i intend to add the data within both layers to get the result for something else, but im getting an error that the key cant be null, i was thinking on making every empty tile a tile in itself that consisted of an empty image and use that as a tile, is there any other fix you know of?
Where exactly do you get that error? In my example where we get the walking speed, I check if the tile is null, and if so, I simply return 1f. That way I never end up asking the dictionary with a null value. If you are using 2 tilemaps, you'd simply have to check for null twice.
@@ShackMan thanks for the quick reply!
Im getting the error in the console, im still trying out the click on tile part to test it out, but now that i think about it just doing the thing you said on the get tilewalkingspeed function may fix it for actual use
thanks either way c:
Awesome video mate. Any chance there is a way to use this system to effect the player character when walking on water tiles?
yes, pretty much the same way. Connect a special value to the water tiles and have a player script read it just like the bugs are reading the tiles.
Looking forward to the struct implementation
I was going to do that tomorrow. Any request on what to use as an example? Right now I was thinking of having the bugs take a crap on the tile map, which lets flowers grow. But let me know if you have a better idea so I can pivot.
Here it is: ruclips.net/video/nRFZDmThbdE/видео.html I went with dictionaries instead of structs as they are much faster for lookups.
Hello, could you please show, how to add character to tile map? And make his position like Vector3Int.
Thanks, that is an instructive video. One question, just a scenario, how could I remove some tile elements which the bugs run into.
To remove a tile you simple set it to null. So you would get the tile world position the same way, and then
tilemap.SetTile(new Vector3Int(0,0,0), null); // Remove tile at 0,0,0
@@ShackMan Thanks!
It is great! I was looking for something like this. How about perfomance? Is it better solution than having more tilemaps and raycast it with tilemap collider?
Very likely. Dictionaries in C# are actually really fast for looking up things (like looking for the connected data in this case). Collider are usually the hardest performance hit, because every frame everything that has a collider needs to be checked if it is touching or not.
@@ShackMan Nice to hear that. Thanks for the answer!
Really helpful, thank you.
Just a suggestion, sometimes you finish typing in a line in quick-time but then you quickly switch to the next scene before we even have a chance to look at what you just typed ( eg. @ 4:46). Please try to leave content on the screen for more than 1/2 second ;)
Another thing, you don't describe the step where you drag the tilemap into the Map property of MapManager. I missed it first time through. Just mentioning what you are doing there would be helpful, it's easily missed.
sorry for the late reply, I really appreciate feedback like that. I hope I started doing a better job in newer videos because it annoys me too when I watch and follow along other people's tutorials and have to jump back and forth to catch that one second the line of code is showing...
Could you use this scriptable object system to change the tile's sprite to something else? I'm thinking of trying to adapt it fit a season system for a project of mine (changing grass tiles to snow and vice versa).
you could add this to the scriptable object:
public TileBase winterVersion;
public TileBase springVersion;
etc. and assign the according tiles in the inspector
Then in the MapManager:
ChangeToWinter()
{
//go through every tile, get the connected scriptable object
//check if it has a winter Tile, if so, replace the tile by using
map.SetTile(position, winterTile)
}
You could even combine it with my other tutorial about storing unique data, by giving each tile a height. Then the map manager goes through the Change Winter function but only does it to tiles above a certain height, then a while later it does it again and lowers the height a bit.
@@ShackMan Thanks so much! I'll check out the other video also.
Hey, how to change tile palette color when an object passes on it.. Like coloring the path of the object in tiles.
I explain that in this video: ruclips.net/video/nRFZDmThbdE/видео.html
Greetings!
@@ShackMan thanks a lot. Have searched everywhere. Finally found it.. Keep it up.👌
When I try the GetTile, I can only get information of the tiles I created in-game. Tiles that were already there are null somehow. Do you know what might cause that problem?
best video on youtube.
still the best.
How do you drag and drop your tiles into your TileBase array....?
there is a tiny lock icon in the top right corner of the inspector. If you click it, the inspector will lock for whatever object it is showing. Then you can click other things and drag them in there. When you're done just unlock the inspector window.
Have you ever done something like this but using scriptable tiles? I feel as if this is the same thing but I was curious!
Never used scriptable tiles for data like that, only for adjusting the sprite automatically (like when you paint water, the edges will turn into beach tiles)
@@ShackMan yeah I was checking out the scriptable brushes and scriptable tiles (which are both amazingly rad) though I think our solution might need data as you've demonstrated here; so maybe a hybrid solution for us!
Nice one, didn't know about TileBase
Many thanks for this tutorial! very helpful.
I have a query - How would one get Tile and its position with a perspective camera ?
You are surely using an orthographic cam.
Fast and furious! Thanks.
Great tutorial! Thank you.
in this block of code tileData.tiles gives me an error: 'type' does not contain a definition for 'tiles' and no accessible extension method 'tiles' accepting a first argument of type 'type' could be found (are you missing a using directive or an assembly reference?).
did I do something wrong? or does unity no longer have a definition for 'tiles'? if so what do I use instead?
foreach (var tileData in tileDatas)
{
foreach (var tile in tileData.tiles)
{
}
}
is using Visual Studio, select the error and hit ctrl + . Should suggest you to add the correct using statements above (Tilemap stuff)
Hey man, I was wondering if you know of a way to create a tilemap with a limited size? When you create a tilemap directly in the hierarchy it seems to stretch to infinity in all directions. I wanted to know if I could somehow alter a value which would "bind" the tilemap to a certain size and set its origin at 0,0. Do you have any ideas?
Sorry, no idea. I think it makes no difference in terms of performance. If you want it because it's tied to an ingame system, you could make a script that is between you and the tilemap, where you simply remove or add numbers. But that wouldn't have any influence in the editor of course.
This is perfect!
Awesome tutorial! Helped me a lot to understand what's going on with the tilemaps.
Great tutorial!!! I'm not sure if I did something wrong. It works great until I switch scenes. For some reason it remembers every tile from the first level and disregards the tile data in the second level.
Great tutorial, managed to help me solve a few problems I was having. Don't know if you knew this but there is already a class in Unity called "TileData" which caused a bit of confusion on my end when I kept getting an error on the "foreach(var tile in TileData.tiles)" line.
I'm also having problems with this line. How did you fix it?
How did you fix this?
@@tylerhughes4990 Been forever since I looked at this and I don't have the code. Is the error something along the lines of "TileData does not have attribute 'tiles'" or something? If so you need to change the name of the user-defined variable to something else.
Genius. I can't praise you enough for this.
What if we do this without scriptable object?
like creating TileDictionary(TileBase, SpeedValue) and creating TileBase List and in Start iterating through TileBaseList and if Tile's name is Ground then TileDictionary.add(TileBaseList[i],15). and if tile's name is Grass then TileDictionary.add(TileBaseList[i],5).
[SerializeField]
private Tilemap _tileMap;
public List tileBaseList;
public Dictionary TileDictionary = new Dictionary();
void Start()
{
for (int i = 0; i < tileBaseList.Count; i++)
{
if(tileBaseList[i].name == "Ground")
{
TileDictionary.Add(tileBaseList[i], 10);
}
else if(tileBaseList[i].name == "Grass")
{
TileDictionary.Add(tileBaseList[i], 5);
}
}
}
Good video
So helpful, only 489 subs you've been treated harshly
It's 491 now, so it's all good :-)
@@ShackMan I was one of them :)
thanks for the vid
thankyou sooo much :)
c'mon bro slow down, I cant even follow your mouse cursor
Thank you so much mr. Schwarzenegger
This brute force approach isn't the best. You should be able to associate a GO directly with a tile rather than having to scan potentially a long lookup list containing all SOs and tile. Not your fault, but Unitys.
Too many tile... variable name! It might be confusing
sourcecode pls
This tutorial was quite simple and effective. Nice work. I just don't get why do you need to have so many blank lines when you code.
There are a lot of bugs in this code :D
which bugs exactly? Cheers
@@ShackMan the bugs which are walking with different walking speed. This was a bad joke 😅😂😂
Sorry, if that was not clear.
@@DominikBruehl lol