How to store data in tiles (Unity Tilemap + Scriptable Objects)

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  • Опубликовано: 23 дек 2024

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  • @satriair04
    @satriair04 Год назад +3

    I searching about how to custom scripting the grid and tile, and this is most understandable video i ever seen. Thank you!

  • @whiterice6016
    @whiterice6016 3 года назад +6

    I found this right in time for Ludum Dare 48. Thank you very much

  • @2changotb
    @2changotb 2 года назад +1

    this video is so underrated, thanks for the great info!

  • @chrischains9947
    @chrischains9947 Год назад +1

    was looking around for this. nice to know tilemaps can do this. thanks a bunch :)

  • @frankyfraaank
    @frankyfraaank Год назад

    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

  • @dianarune9704
    @dianarune9704 4 года назад +9

    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.

    • @ShackMan
      @ShackMan  4 года назад +8

      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.

    • @boltio3543
      @boltio3543 3 года назад +1

      Thnaks for that, I was getting an error and it was bc of this!

    • @dianarune9704
      @dianarune9704 3 года назад

      @@boltio3543 :D Yay!

  • @greenfox6105
    @greenfox6105 3 года назад +1

    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.

  • @hothaian9990
    @hothaian9990 3 года назад +31

    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.

  • @AquaDragon6629
    @AquaDragon6629 2 года назад +3

    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!

  • @obygdengaming
    @obygdengaming 4 года назад +11

    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!

  • @manyfailsonewin4352
    @manyfailsonewin4352 2 года назад +1

    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.

    • @manyfailsonewin4352
      @manyfailsonewin4352 2 года назад

      sorry for the random question, but why are there no curly braces required on line 71 etc in mapmanager script? never seen that...

  • @phoder1
    @phoder1 3 года назад +8

    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

    • @ShackMan
      @ShackMan  3 года назад +1

      Thanks, I'll check out the video, hadn't seen it.

    • @Ziplock9000
      @Ziplock9000 Год назад +1

      Exactly. This brute force approach isn't the best.

  • @nefistofeles6146
    @nefistofeles6146 4 года назад +4

    Thank you for this good and simple tutorial

  • @simleGuy
    @simleGuy 3 года назад +1

    Really cool video. Many interesting methods and stuff.

  • @吴兰-d8t
    @吴兰-d8t 3 года назад

    A super clear explanation.

  • @Stinow
    @Stinow 2 месяца назад

    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.

  • @Franklinsbrother
    @Franklinsbrother 3 месяца назад

    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?

    • @ShackMan
      @ShackMan  2 месяца назад

      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.

  • @MicheDépeint
    @MicheDépeint 2 года назад +1

    Thank you so much for this ! So useful ! Love it.

  • @kcdeitrick6241
    @kcdeitrick6241 3 года назад +4

    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.

  • @AlexFSTR
    @AlexFSTR 2 года назад

    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?

  • @Prikense
    @Prikense 4 года назад +2

    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?

    • @ShackMan
      @ShackMan  4 года назад

      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.

    • @Prikense
      @Prikense 4 года назад

      @@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:

  • @phillipwebb1104
    @phillipwebb1104 Год назад

    Awesome video mate. Any chance there is a way to use this system to effect the player character when walking on water tiles?

    • @ShackMan
      @ShackMan  Год назад

      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.

  • @rttmx
    @rttmx 4 года назад +1

    Looking forward to the struct implementation

    • @ShackMan
      @ShackMan  4 года назад +2

      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.

    • @ShackMan
      @ShackMan  4 года назад +1

      Here it is: ruclips.net/video/nRFZDmThbdE/видео.html I went with dictionaries instead of structs as they are much faster for lookups.

  • @АнтонСидоренко-э5р

    Hello, could you please show, how to add character to tile map? And make his position like Vector3Int.

  • @printlife9016
    @printlife9016 3 года назад

    Thanks, that is an instructive video. One question, just a scenario, how could I remove some tile elements which the bugs run into.

    • @ShackMan
      @ShackMan  3 года назад +1

      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

    • @printlife9016
      @printlife9016 3 года назад

      @@ShackMan Thanks!

  • @Dudziol
    @Dudziol 4 года назад +1

    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?

    • @ShackMan
      @ShackMan  4 года назад +4

      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.

    • @Dudziol
      @Dudziol 4 года назад +1

      @@ShackMan Nice to hear that. Thanks for the answer!

  • @gavinw77
    @gavinw77 3 года назад

    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.

    • @ShackMan
      @ShackMan  3 года назад +1

      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...

  • @johnnydoe6696
    @johnnydoe6696 4 года назад +2

    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).

    • @ShackMan
      @ShackMan  4 года назад +7

      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.

    • @johnnydoe6696
      @johnnydoe6696 4 года назад +1

      @@ShackMan Thanks so much! I'll check out the other video also.

  • @sanjay1994.
    @sanjay1994. 3 года назад

    Hey, how to change tile palette color when an object passes on it.. Like coloring the path of the object in tiles.

    • @ShackMan
      @ShackMan  3 года назад +1

      I explain that in this video: ruclips.net/video/nRFZDmThbdE/видео.html
      Greetings!

    • @sanjay1994.
      @sanjay1994. 3 года назад

      @@ShackMan thanks a lot. Have searched everywhere. Finally found it.. Keep it up.👌

  • @Makkeraad
    @Makkeraad 2 года назад

    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?

  • @ThePancakeJedi
    @ThePancakeJedi 3 года назад

    best video on youtube.

  • @SiegeMinion
    @SiegeMinion 3 года назад

    How do you drag and drop your tiles into your TileBase array....?

    • @ShackMan
      @ShackMan  3 года назад

      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.

  • @Keromaku
    @Keromaku 2 года назад

    Have you ever done something like this but using scriptable tiles? I feel as if this is the same thing but I was curious!

    • @ShackMan
      @ShackMan  2 года назад +1

      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)

    • @Keromaku
      @Keromaku 2 года назад

      @@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!

  • @gilleswalther5964
    @gilleswalther5964 4 года назад

    Nice one, didn't know about TileBase

  • @NishanGhoshgameshamelame
    @NishanGhoshgameshamelame 3 года назад

    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.

  • @mikicerise6250
    @mikicerise6250 2 года назад

    Fast and furious! Thanks.

  • @peraxelsson8545
    @peraxelsson8545 3 года назад

    Great tutorial! Thank you.

  • @benjaminsettlemire7006
    @benjaminsettlemire7006 Год назад

    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)
    {
    }
    }

    • @ShackMan
      @ShackMan  Год назад

      is using Visual Studio, select the error and hit ctrl + . Should suggest you to add the correct using statements above (Tilemap stuff)

  • @dragonlord1935
    @dragonlord1935 3 года назад

    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?

    • @ShackMan
      @ShackMan  3 года назад

      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.

  • @ONAPAL3HORS3986
    @ONAPAL3HORS3986 Год назад

    This is perfect!

  • @sonyathemouse122
    @sonyathemouse122 Год назад

    Awesome tutorial! Helped me a lot to understand what's going on with the tilemaps.

  • @lemonpopstudios7228
    @lemonpopstudios7228 3 года назад

    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.

  • @nenocen4109
    @nenocen4109 3 года назад +1

    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.

    • @morrisbakker7565
      @morrisbakker7565 3 года назад +1

      I'm also having problems with this line. How did you fix it?

    • @tylerhughes4990
      @tylerhughes4990 2 года назад

      How did you fix this?

    • @nenocen4109
      @nenocen4109 2 года назад

      @@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.

  • @chrislupton7521
    @chrislupton7521 2 года назад

    Genius. I can't praise you enough for this.

  • @hrishikeshgarud7177
    @hrishikeshgarud7177 3 года назад

    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);
    }
    }
    }

  • @Roryscanlan1990
    @Roryscanlan1990 3 года назад

    Good video

  • @emberwulfz6948
    @emberwulfz6948 3 года назад

    So helpful, only 489 subs you've been treated harshly

    • @ShackMan
      @ShackMan  3 года назад +4

      It's 491 now, so it's all good :-)

    • @emberwulfz6948
      @emberwulfz6948 3 года назад

      @@ShackMan I was one of them :)

  • @Sway55
    @Sway55 2 года назад

    thanks for the vid

  • @PK-se2jh
    @PK-se2jh 2 года назад

    thankyou sooo much :)

  • @DiegoTube85
    @DiegoTube85 3 года назад +6

    c'mon bro slow down, I cant even follow your mouse cursor

  • @xSephironx
    @xSephironx Год назад

    Thank you so much mr. Schwarzenegger

  • @Ziplock9000
    @Ziplock9000 Год назад

    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.

  • @vincekerti7088
    @vincekerti7088 11 месяцев назад

    Too many tile... variable name! It might be confusing

  • @TalentGamer
    @TalentGamer 3 года назад

    sourcecode pls

  • @rebelcrusader9973
    @rebelcrusader9973 3 года назад +2

    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.

  • @DominikBruehl
    @DominikBruehl 3 года назад +1

    There are a lot of bugs in this code :D

    • @ShackMan
      @ShackMan  3 года назад +1

      which bugs exactly? Cheers

    • @DominikBruehl
      @DominikBruehl 3 года назад

      @@ShackMan the bugs which are walking with different walking speed. This was a bad joke 😅😂😂
      Sorry, if that was not clear.

    • @ShackMan
      @ShackMan  3 года назад +1

      @@DominikBruehl lol