I have a small question about the pivot point of the sprites when they are imported in Unity. We have a rock sprite and when it is imported in Unity, it looks like the pivot point is placed at the very bottom left. The problem is that we absolutely need to be able to change the position of that pivot point. We thought at first that changing the drawing offset in Tiled would also change the pivot, but it doesn't seem to work. Is there anyway to edit the pivot either in Tiled or in Unity (after importing everything)?
Hi there. SuperTiled2Unity puts the pivot point for Tile Objects at the bottom-left corner because that's what Tiled does.
If you need to manage the pivot point of a Tile Object then chances you want to control or manage other aspects of the object. In other words, it's now longer just a decorative tile on your level somewhere but tied into gameplay somehow.
In that case I'd recommend keeping your Tile Object in Tiled but use a "Prefab Replacement" so that those objects are replaced by a "proper" sprite (or some other object) that you have scripting control over.
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):
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 sean@seanba.com. Thanks.
Hi again, sorry for the late response! I was able to fix it by upgrading to the latest unity version & latest SuperTile2Unity. I also instantiate the map now from a prefab (like we use to do in the previous Tile2Unity) instead of the tmx. Thanks again for the great library!
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.
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)
Hi there, Dasimar, are your imported tilesets and PNGs in the locations they are expected? It looks like you may have imported them all to the same directory in Unity but they are expected to be in different directories.
Try opening your exported TMX file in Tiled. Is Tiled also complaining that it cannot find your PNG and TSX files?
(BTW, you can use Tiled to find those TSX and PNG files in their new relative locations.)
i'm unfortunately having the same issue. i love tiled but can't for the life of me get it to integrate into unity. i've tried saving all my files in a multitude of different directories yet i just can't seem to figure it out. step by step tutorials online are non existent or don't show how/where they save their tiled projects/tmx/png files. if there is any way to see a step by step process from absolute beginning to end (starting a tiled project, where to import from, where to save files and finally where to export for integration with unity) would be incredibly appreciated. i've gone around so many times that at this point i've only confused myself.
I'm sorry that some people are having difficulty with this. I assumed relative paths between TMX, TSX, and textures would be a straightforward concept for people making games although I concede that Unity assets don't normally have these restrictions.
The easiest thing to do, before you do anything with Unity, is have your Tiled map and all other files it references (tilesets and textures) all live in the same folder on your harddive somewhere. Then, drag that folder into your Unity project in one go.
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: https://github.com/Seanba/SuperTiled2Unity/issues/34
Thanks, Sean. This is helpful. Which sorter would work best for SpriteRenderers? Still not able to get the sorting quite like Tiled2Unity's Depth Buffer. This also broke transparency for layers at a lower opacity.
Hi Sean! Thank you for 1.3.0! It's helped a ton with some issues I was having before. My sprites are now sorting with tiles (same Sorting Layer, same order, same Z position if that matters), but they're sorting a bit late. Hard to describe so I recorded a GIF of what's going on: https://imgur.com/jtBNJrd
The scene seems set up similar to the MegaDad example scene. Is there anything I might be missing from the documentation? Transparency Sort Axis is also 0,1,0.
Hi Max. From the image I can't tell how your character is supposed to be sorting with what appears to be a rug to my eyes? It looks to me like they should have separate sorting orders? It may be easier to diagnose if you send me your project (exported as a Unity package is fine) with a description of what's going wrong. (sean@seanba.com)
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?
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
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?"
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.
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.
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?
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. (sean@seanba.com)
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?
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!
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 (sean@seanba.com)? 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.
I join itch.io 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.
I downloaded Temporus Rouge cause it looked dope. I really like the way the page is styled too. I am not sure where to reach out to, but I am having trouble playing it on my android devices. On my old Samsung tablet it runs, but diagonally cuts off half the game display. It wont even install on my relatively new android phone. When i try to install it just say not installed. Will there be any fixes for android?
I'll check it out, but i think the main issue is it's built for desktops. I might need to revisit the phone controls and see what's up. There is a chance it's not 100% baked.
Thank you for your reply. I got it working on my phone. Turns out there is an android issue when installing from unknown sources. My only issue now is the display. It cuts off half the game play screen, but at a diagonal angle.
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!
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Hi Seanba
I have a small question about the pivot point of the sprites when they are imported in Unity. We have a rock sprite and when it is imported in Unity, it looks like the pivot point is placed at the very bottom left. The problem is that we absolutely need to be able to change the position of that pivot point. We thought at first that changing the drawing offset in Tiled would also change the pivot, but it doesn't seem to work. Is there anyway to edit the pivot either in Tiled or in Unity (after importing everything)?
Hi there. SuperTiled2Unity puts the pivot point for Tile Objects at the bottom-left corner because that's what Tiled does.
If you need to manage the pivot point of a Tile Object then chances you want to control or manage other aspects of the object. In other words, it's now longer just a decorative tile on your level somewhere but tied into gameplay somehow.
In that case I'd recommend keeping your Tile Object in Tiled but use a "Prefab Replacement" so that those objects are replaced by a "proper" sprite (or some other object) that you have scripting control over.
You can read about Prefab Replacements in SuperTiled2Unity here:
https://github.com/Seanba/SuperPrefabReplacement
Thank you! :)
Hi Seanba
I've been using T2U for a while with no probs, but need to recreate all my objects on 50 levels so want to use Templates.
You mention using ST2U on the Tiled forum so I've installed it and imported my tsx file and tmx file.
I can't see where the level prefab file is that I need - can you point me in the right direction please.
Many thanks
Frank
Hi there. The TMX asset itself is the prefab. Just drag it into your scene. :)
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?
Thanks!
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 sean@seanba.com. Thanks.
Hi again, sorry for the late response! I was able to fix it by upgrading to the latest unity version & latest SuperTile2Unity. I also instantiate the map now from a prefab (like we use to do in the previous Tile2Unity) instead of the tmx. Thanks again for the great library!
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)
I’m having the same problem.
Getting error message “Missing texture asset: ../Spritesheet...png”
I imported the tsx, tmx, then png like you said.
When inspecting .tsx and error message pops up ^^^
When inspecting .tmx, “Missing tileset asset: ../...tsx”
Hi there, Dasimar, are your imported tilesets and PNGs in the locations they are expected? It looks like you may have imported them all to the same directory in Unity but they are expected to be in different directories.
Try opening your exported TMX file in Tiled. Is Tiled also complaining that it cannot find your PNG and TSX files?
(BTW, you can use Tiled to find those TSX and PNG files in their new relative locations.)
i'm unfortunately having the same issue. i love tiled but can't for the life of me get it to integrate into unity. i've tried saving all my files in a multitude of different directories yet i just can't seem to figure it out. step by step tutorials online are non existent or don't show how/where they save their tiled projects/tmx/png files. if there is any way to see a step by step process from absolute beginning to end (starting a tiled project, where to import from, where to save files and finally where to export for integration with unity) would be incredibly appreciated. i've gone around so many times that at this point i've only confused myself.
I'm sorry that some people are having difficulty with this. I assumed relative paths between TMX, TSX, and textures would be a straightforward concept for people making games although I concede that Unity assets don't normally have these restrictions.
The easiest thing to do, before you do anything with Unity, is have your Tiled map and all other files it references (tilesets and textures) all live in the same folder on your harddive somewhere. Then, drag that folder into your Unity project in one go.
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.
Thank you!
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: https://github.com/Seanba/SuperTiled2Unity/issues/34
Thanks, Sean. This is helpful. Which sorter would work best for SpriteRenderers? Still not able to get the sorting quite like Tiled2Unity's Depth Buffer. This also broke transparency for layers at a lower opacity.
Hi Sean! Thank you for 1.3.0! It's helped a ton with some issues I was having before. My sprites are now sorting with tiles (same Sorting Layer, same order, same Z position if that matters), but they're sorting a bit late. Hard to describe so I recorded a GIF of what's going on: https://imgur.com/jtBNJrd
The scene seems set up similar to the MegaDad example scene. Is there anything I might be missing from the documentation? Transparency Sort Axis is also 0,1,0.
Hi Max. From the image I can't tell how your character is supposed to be sorting with what appears to be a rug to my eyes? It looks to me like they should have separate sorting orders? It may be easier to diagnose if you send me your project (exported as a Unity package is fine) with a description of what's going wrong. (sean@seanba.com)
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
Cheers
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:
BTW, SuperTiled2Unity requires Unity 2018.3 now unless you use version 1.1.7 of ST2U. Thanks.
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.
Hello,
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.
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?
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. (sean@seanba.com)
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?
https://discourse.mapeditor.org/t/issue-when-exporting-isometric-map-to-unity/32...
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 (sean@seanba.com)? 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 itch.io 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!
Hey Creator(s),
I downloaded Temporus Rouge cause it looked dope. I really like the way the page is styled too. I am not sure where to reach out to, but I am having trouble playing it on my android devices. On my old Samsung tablet it runs, but diagonally cuts off half the game display. It wont even install on my relatively new android phone. When i try to install it just say not installed. Will there be any fixes for android?
Thanks
I'll check it out, but i think the main issue is it's built for desktops. I might need to revisit the phone controls and see what's up. There is a chance it's not 100% baked.
Thank you for your reply. I got it working on my phone. Turns out there is an android issue when installing from unknown sources. My only issue now is the display. It cuts off half the game play screen, but at a diagonal angle.
I am having trouble running Temporus Rouge on android.
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! https://spiritstone.itch.io/escape-hero
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!