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Hi Seanba!

First, thank you very much for this awesome tool and for the previous Tiled2Unity tool.

I have a game which runs perfectly fine with the previous Tiled2Unity code, but migrating to SuperTiled2Unity has made the instantiation of the map very slow (can take 6 seconds to instantiate the map). 

I am intantiate the map from a tmx file using (the tmx is being loaded from an asset bundle):

MapGameObject = GameObject.Instantiate(tmxObject);

Can you suggest anything I should try to get back the fast performance I had with the previous library and still migrate to the new library?


Hi there, @adiohaion. I'd like to do some profiling on your project to try to understand what is going on there. Would you mind sending it my way? My email is Thanks.

HI, Seanba

I need help!!

When I load a .TMX map file it is counted as a game object that I can put into the scene but has no picture. I even imported the tileset .TSX as well as the original sprite sheet but it stays blank! please I need help.

Put all files in the same folder:

Check the tileset path inside the tmx:

Check the image path inside de tsx:

If you want to use relative paths, do as follows:

Hope it helps!

Hi there, PuppyQake. Check the Inspector for your TMX file. Are there any errors there? My guess is that your referenced tileset.tsx file is not in the proper location. (You have to keep relative paths between your TMX , TSX, and texture files)

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Hi, Seanba! Thank you for this great tool!

Is there a way to set the Tag and IsTrigger property of the object Collision_Ground based on Tiled custom properties?

Thank you!

Hi there, kolibrigamestudio. If you use a custom property named "unity:isTrigger" on your Tile Layer or Tileset or Collision properties (in Tiled) then those colliders will be made part of a Trigger volume. See the example that comes with SuperTiled2Unity (the overhead scene). The water tiles there make up a trigger volume.

Likewise, you can use a custom property names "unity:tag" to give your Tile Layer a tag. Not this tag will be on your Collision_Ground parent (Trap) however.

Is there any documentation for the layer/object sorting? I'm upgrading from Tiled2Unity and there doesn't seem to be anything that works similar to Tiled2Unity's DepthBuffer/SpriteDepthInMap functions.

Hi there, Max. Sorry for the late reply. I should make a demo of this soon but using a Custom Sort Axis should get you what you want. There's some tips on this here:

In the most recent version, I noticed that tile layers get displaced automatically on the Z axis. With no warning or visibility over this, it was pretty frustrating  to have layers disappearing out of my camera's culling depth and not understand why. Does this really need to happen, and can we have an option to set the Z-offset if so? 

I have everything working now which is awesome thanks for the great asset. 

I do have a question for you. How can I make a tile walk on top and walk underneath at the same time? Do you have an example of this anywhere?

Hey there!! First of thank you for this amazing tool it works like a charm. I'm looking for a way to turn objects from the Tiled Editor into Unity Prefabs. I found some tutorials for your old Tiled2Unity, but i can't get them to work. I would be super thankful if you can give me some hints or tutorials how i get this to work.
Thanks in advance and best regards

David / nothingAD

Hi there. I'm working on a new version of SuperTiled2Unity that will make it easier to replace objects in your maps with prefabs. In the meantime you can try to write a custom importer (which is usually how I do such things).  I don't have much documentation on this but this example on github should give an idea. In particular, `TrackCustomImporter.cs`, is the custom importer doing most of the work.

Thanks for your reply, this new feature sounds great! The CustomImporter Script was exactly what i was looking for, thanks for the link. Know i have a idea of how this thing works


I keep getting an error that says: "The type or namespace name 'Tilemaps' does not exist in the namespace 'Unity Engine'. Are you missing an assembly reference?"

Hi there, Juan. Two things to look for here:

  • Make sure you are using Unity 2018.2 or later
  • Make sure that Tilemaps is included in your list of enabled built-in packages in your Package Manager (go to Windows -> Package Manager in Unity). It should be included by default with newer projects.

BTW, SuperTiled2Unity requires Unity 2018.3 now unless you use version 1.1.7 of ST2U. Thanks.

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First off thank you very much for this amazing tool! I am having issues though,Top is old tiled2unity import bottom is SuperTiled2Unity. Why is there such a dramatic size difference between the two of them? Also do you have update documentation because the one on the site isn't very helpful.

When I set it to the same Pixels Per Unit as Tiled2Unity the size is the same however the level is separating all of the parts by a lot.

Hi there. Sorry for the lack of documentation. Your tilesets also have a Pixels Per Unit option on them and I'm guessing in your case they are still at the default setting of 100.


Fixing the PPU has fixed the scaling issue, however I am now having collider issues with the maps. After importing the maps I have to go back to the map and set the Edges Per Ellipse to 0 and apply it before it sets the colliders correctly. After doing so the EPE sets back to 6. Is there a way to resolve this issue so that I do not have to change the setting and apply it on each map after importing? 


With my current setup I have a rather large map that is chunked out so that it only loads when you are near them. With the issues I am having above I cannot use this setup because of the issues with the colliders. I need this system so my game is playable via mobile devices.

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Hi there. Why are you setting Edges Per Ellipse to 0? That shouldn't be allowed as we need some sensible number of edges in order to approximate elliptical colliders with polygonal shapes. If you have elliptical colliders in your tilesets that you don't want imported can not remove them in the Collision Editor in Tiled?

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It’s the only way the colliders will show properly for me inside of unity after importing them. Unless I am doing something wrong. 

It sounds like you might have encountered a bug. Can you send me a Unity Package of your project? You must be doing something I haven't accounted for. (

I am having the same issue as this person and I cannot find a solution, no matter using T2U or ST2U. Basically, in Tiled it is seamless, but not so much in Unity. Any recommendations?

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I finally figured it out! Once  you import your map into Unity, click on the prefab. Change Layer/Object Sorting to Overhead Static, press apply, and it should be fixed! 

thank you for sharing!

Is there any documentation for this at all? I followed a youtube tutorial to the letter but things are not working at all. I imported each of the required files, but even though I imported the .tsx , when I import the tileset image it references the .tsx doesn't read it at all. Keeps saying that the image is missing from the very original location that has nothing to do with unity.

Can you export your project in Unity as a Unity Package and send it to me ( I concede the documentation is light but I was also hoping it wouldn't be required. BTW, what youtube tutorial are you following?

Thanks for the response. I found out what my issue was and fixed it. Basically what the issue was, is that when it's imported into Unity, I have to have the exact same folder organization set up as what is on the desktop. Should have been a no brainer I guess but I kept not seeing it for a while. I like to keep things nice and tidy with my files, So for instance, I had my TileD tilesets seperate from where my map was on my folder layers, and then I had the tilesets images also saved in yet another folder that was further organized into subfolders and so forth. The key important factor was I needed to A) Make sure that wherever I save the TileD maps, that any of the tilesets and images need to be on the same level or within folders derived from the folder the map is in.  Then in unity, if folders were used to seperate things, then they need to be made in unity and placed in the same manner so that it can locate it correctly.

The tutorial I used was: 

But basically because I was using folders to organize things for TileD outside of unity, I just had to copy the file hiearchy in unity for it to find it correctly. Lets just say learning this I reorganized how I had everything organized so that I didn't have a long string of folders to get to the tile image I needed. Sorry if this response makes no sense, sometimes I have a hard time explaining what's going on in my head.

Super easy to use, and very helpful. Thanks for all the work!

I join to support an old game, and then I find this awesome tool and haven't even used it yet. I know I've been seeking something of a tile creator, this looks to be it! Thank you.

Is nice!

This is excellent, thank you.

Long time listener, first time caller.

Doing a great job!!! This thing is amazing!

Thank you so much for this amazing tool.  With it, I was able to make the levels for my game Escape Hero VERY easily.  I cannot overstate how helpful this tool was in my gamedev pipeline, well done!

Thank you for the supportive comment. Good luck with your game and let me know when you're ready to show it off. :)

Actually, I released a 1-month dev time version of it right here!

Right on. But let me grab a gamepad controller before I try that again. This is Super Meatboy-like difficult! :D

Thank You for sharing this great tool!

Currently I’m bussy with non-gamedev stuff, but if I will have a chance to use SuperT2U in the future, I will sure make a donation.

Have a good day!