Hi guys, so someone had an issue with setting the custom sort axis in the project settings. My y axis was already set to 1 so I only had to change the z axis to -0.26. But the final custom sort should be 0, 1, -0.26. Make sure you double-check if you're having some issues. Cheers folks
Do you have the pathfinding working yet? I've got a tutorial on it if not. When getting the path you need to pass in a jump height and check how tall neighbour tiles are. The z index would be your measurement for height
Oh well that's a whole other kettle of fish. Honestly not sure how to do collisions with tilemaps. But I'm sure it's possible. Have you thought about a 3d map with a fixed isometric camera?
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point (no filter) has unity render individual pixels instead of aliasing or blurring the pixels to attempt to create a smooth image. If you were to import the tilesheet without it, it would most likely end up blurry.
to clarify: setting the filter mode like you did is how you prevent the graphics engine from blurring the pixels (something that improves visual quality on some visual styles but looks horrible with pixel art)
Lowkey the only person who has described the one game type im trying to make. I plan on grabbing your asset from unity store to get my game started. Are you still updating it?
Instead of putting the water one layer lower you could just draw your water tile a few pixels shorter for the same effect while leaving it on the same layer.
You definitely could. I just did it this way as an easy way to ignore those tiles. I knew how long this tutorial was going to be so I didn't want to get into a whole blocked/non traversable tile idea. But I think I will cover something like that in the future when I finally get around to doing my next tutorial series on turn based mechanics
please don't judge me, before watching this I was positioning the images of the tilemap individually and making them go offscreen so it just is sideways, I'm new to this stuff
@@lawlessgames3844 !!! a reply!!! thank you:) I see... it is as I feared... just gotta be meticulous/brute force. Sadge. Im surprised they haven't made some UI in the editor for it? Because the data is clearly stored by unity and they could simply show it... but it doesn't for some reason. Have a nice day.
can anybody tell me what program he made his sprites with he says it, but i could not understand what he said due to his accent. on a side note love the content thank you very much!
I'm not sure what you mean. You can export the asprite images as jpeg/pngs for using in unity. I think there's a plug in you can get for unity to read asprite files but I haven't used it yet
just wanted to know if i can put my bmps into the sprite program so i can edit them before exporting as a sprite sheet or do you have to create them with the program.
My water tiles at z=0 look way lower than yours and my grass tiles at z=2 don't line up with the z=1 tiles below them (center of the z=2 tile is at the intersection of the z=1 tiles). Not sure what I'm missing. I set the custom pivot point on the tiles I made and I changed transparency sort axis in project settings. All my settings seem to be the same as yours. Any suggestions?
They intersect on mine too. Think of +1 z as half a block. You can solve that intersection by making a half step sprite and using that one instead. Not sure about the water tiles. Are you sure they're at 0 and the grass tiles are at 1?
Yeah, they are z=0, and it is definitely putting them below the grass tiles but it looks really good on yours because they seem almost halfway down. Whereas mine are 100% below the grass so it doesn't look great.
I figured out my issue. I don't think I changed the y transparency sort axis. I thought I only changed the z to -0.26 as you suggested, but for some reason my y was set to 0. I updated the settings to (0,1,-0.26) and now it looks like yours. Thanks for taking the time to reply.
Hi, there's a couple of things that can cause tiles to render weirdly. Have you set the custom sort order in the project settings? It should be 0, 1, 0.26 (I think, its been a while xD). Also check the tile map component. The render mode needs to be individual, not chunk