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2D Tilemap is a powerful tool that provides you with a simple way to create
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2-dimentional environments, based on the grid layout.
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In 2018.3, Unity is adding support
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for a new type of grid
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which will allow you to make isometric levels
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the like of which can be seen in:
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Pillars of Eternity
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The Banner Saga
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Shadowrun, and many more.
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In addition, since 2018.2,
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Unity also support hexagonal grids
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which are commonly encountered in strategies,
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and other turn-based games.
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In this video, you will learn how to setup
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the new isometric and hexagonal tilemaps,
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as well as all the essential workflows
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that will help you get started.
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Be sure to check out the demo project
in the video description,
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if you'd like to use the demonstrated assets yourself
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Tilemap has been a part of the editor since 2017.2
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and doesn't require any additional package downloads to work.
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To use the new tilemap grids,
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you just need to make sure
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that you are on the right version of Unity.
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You are going to need 2018.2 or higher for hex tilemaps.
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And 2018.3 onwards for isometric。
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Tilemap consists of several components working together.
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First we have a grid GameObject.
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This create your chosen grid type in the scene
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and gives you further options to customize its parameters,
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such as the cell size.
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We can then attach one or more tilemap game objects to our grid.
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Once we have a tilemap,
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we need to create a palette which will hold our tile assets.
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You can access the tile palette menu
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from Window -> 2D -> Tile Palette
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From here, you can create new palettes
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corresponding to each of the different grid types.
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You can add tiles to a palette
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by simply dragging the sprites from the Project Window onto the palette.
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Once you have a tile ready,
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select it with the brush tool,
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and choose the tile map game object you wish to paint on.
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If you go back to the scene view,
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you will now be able to start painting with your tile.
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Your isometric or hexagonal grid can hold more than one tilemap.
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You can use this to place some decorative objects on top of your tiles.
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Or to create elevation levels and buildings.
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You can change the sort order of the new tilemap,
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so that it renders on top of the previous one.
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You can also change the tile anchor setting,
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to place your tiles on the higher point relative to the grid.
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If you're using isometric tiles, you could also use a Z as Y tilemap,
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and create elevation by simply changing the Z position of the tiles.
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There's an example available on the 2d tech demos repository,
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where you will find a scripted brush
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that lets you adjust the set value dynamically as you paint.
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You can find a link to the repository down in the video description.
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At some point you will likely want to add collision to your tiles.
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For this purpose you can use a Tilemap Collider 2D component,
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which will automatically generate collision shapes for each individual tile.
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In the tile asset settings,
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you can adjust the type of physics shape each tile has.
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You can change the collider to be either sprite based or grid based.
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If your tile has a grid Collider,
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its collision shape will match exactly with the shape of the grid cell
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it is attached to
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With a Sprite Collider you can add a custom physics shape to your tiles
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by using the sprite editor.
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Once you have a tilemap collider,
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you might wish to merge the individual shapes into one
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by using a Composite Collider 2D
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As you can see tilemap offers a simple and fast
solution to creating physics shapes.
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If you have characters in your top-down
game,
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you will most likely want them to be able to
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go behind and in front of objects on your level.
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In this case
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be sure to set the sort mode on the tilemap with your objects
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to "Individual".
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Now if your character sort order is the same as that of the tile map
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it will appear to go behind and in front of the tiles on that tile map
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You could adjust the sort order dynamically
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to move the character to higher or lower elevation levels
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If you want to speed up your world building with tilemap,
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you can use Rule Tiles to extend your tile presets.
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For example, you could make it so that when you're painting a certain type of terrain,
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the correctly oriented tiles are chosen automatically for you.
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You could also randomize different variations of the same tile.
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Rule Tiles can save you a great amount of time in creating complex 2d environments.
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The new hexagonal and isometric Rule Tiles are now available
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on the 2d tech demos repository.
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So feel free to go ahead and check them out for yourself.
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Of course you're also able to extend tilemap with your own tile types.
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Take a look at the featured documentation to learn more
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Hopefully, this video has taught you some useful workflows for the new types of tilemap.
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There's a lot more you can do,
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but these basics will be a good starting point
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if you want to try them out yourself.
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You may also want to check out some of our tilemap blog posts,
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including the one on procedural generation by Ethan Bruins.
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The assets used in this video are available down in the link below
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and are free for you to use as you wish.
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As always, we're looking forward to seeing all the awesome projects
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that you will create using unity's new tools.
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Please share your creations and feedback on the unity forum