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Question before I buy...

Posted: Wed Jan 09, 2019 5:15 am
by DJEmergency
Hello,

I'm working with a team of people to create a game and I want to know if loading the TMX file during runtime will still need to be imported into the unity project to create the assets? I want to be able to edit the TMX file within Tiled so the new additions would load automatically without the need of importing it every time I modify it.

Example: I edit the png file and add some new tiles in the TMX file. I run the game and it automatically updates the level.

Re: Question before I buy...

Posted: Thu Jan 10, 2019 2:16 am
by dez
It can be loaded dynamically, you don't need to have it in the project.

Edit:
One thing that does need to exist beforehand, is the 3D geometry representing those tiles and their link to particular map tiles.
So your .tsx will have to be done beforehand, unless you really want to do a lot of work to handle that dynamically (I do not recommend this).
.Tmx is all good, though. They can be changed at will, and can sit in any directory on the cpu as long as your app knows the path. OBEY works like this.

Re: Question before I buy...

Posted: Thu Jan 10, 2019 7:15 am
by DJEmergency
dez wrote:One thing that does need to exist beforehand, is the 3D geometry representing those tiles and their link to particular map tiles.


This is a bit confusing... My game will be in 2D/pixel art... So I would still need to import my tiles inside the project? I can't pull the tiles from the png that's used with the TMX file during runtime?

Re: Question before I buy...

Posted: Sun Jan 13, 2019 1:09 am
by dez
If your game is 2D pixel art you can probably use a different, simpler system to manage your tiled maps.
Tiled to Unity will help you more if you are making a 3D or 2.5D game.

In any case, Tiled to Unity can do you what you want, but you would need to create a plane with the correct UV for each tile prefab.

If your game is pure 2D, I think my tool is a wrong fit for your purpose.