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Unity 3d tilemap
Unity 3d tilemap





unity 3d tilemap

highlightMap.SetTile(previousForward, null) HighlightMap.SetTiles(previousVectors, highlightTiles) Vector3Int tileVector = Vector3Int.FloorToInt() Vector3 conversionVector = new Vector3(,, ) HighlightMap.SetTiles(previousVectors, null) Ĭollider legalTiles = Physics.OverlapSphere(transform.position, maxMoveTiles/2) Transform.localPosition = new Vector3( - 1, Transform.localPosition = new Vector3( + 1, Private Vector3Int previous, previousLeft, previousRight, previousForward, previousAft, previousVect Public class scr_TankMoves : MonoBehaviour Player Highlight Legal Moves Script: using System.Collections HighlightMap.SetTile(new Vector3Int(2,4,0), highlightTile) // 2,4,0 //Test to see if positions are the same. GameObject col = Instantiate(eCollider, newColPos, Quaternion.identity, transform)

unity 3d tilemap

Tile tile = Instantiate(invisibleTile, newPos, Quaternion.identity, transform) Vector3Int newColPos = new Vector3Int(xC, 圜, 0) // 2, 4, 0 //This used to be different values, but now they are exactly the same. Vector3Int newPos = new Vector3Int(xC, 圜, 0) // 2, 4, 0 Private Vector3Int gridArray // Tilemaps use Vector3Int BUT only use (X, Y, 0) !!!!!!! Public class scr_ColliderGrid : MonoBehaviour Using Physics2D.CircleAll, unfortunately does not detect any 2D colliders on the tiles themselves(Sprite, or Grid), not sure if that is intended to work like that anyway.Ĭollision Grid Script: using System.Collections The problem is that the tiles are not highlighting around the player as expected, instead a few next to the player are highlighted and others arent, the Physics.OverlapSphere I am using only works on 3D Colliders, which is why I added them as another grid on top of everything. As explained above, and I have double checked this, the collider empties have the exact same position as the tiles underneath them, no conversion is needed. The colliders have the correct positional values to be able to reference the tiles exactly underneath them, just through that position data. This should be the most straightforward way to handle this, as you can change a Tile, using Tilemap.SetTile(Vector3Int Pos, Tile tile) To detect every Tile, I have added a box collider on an empty object and I made a grid of these colliders on top of the Tilemap grid, so that:īox Collider at Position (2,4,0) is exactly on top of Tile at Position(2,4,0) The second Tilemap, the highlightsMap is made up of invisible Tiles, which will turn into highlighted Tiles when a Physics.SphereOverlap occurs, or a Physics2D.CircleAll

unity 3d tilemap

I use a second Tilemap for this, on top of the basemap(ground/grass). I want to highlight the tiles around the player so that he will see what the legal moves are. Ive been working for a few days on this problem, trying to create a square grid of tiles, using Unity Tilemaps seems to be the most efficient way, and it has a lot built in already.







Unity 3d tilemap