superfrantv
superfrantv
I have two assets, First the Door Closed Ruletile and second the Door Open RuleTile. If i change the Tile using my Script it changes only the sprite and rules,...
sry for late answer iam was not at home, I think so, how to do this? And its possible to make a public field of z-Position so every ruletile can...
I think SpriteMask is a performance hitter, i currently do it with a extra tilemap and set each tile individual, the fog should only removed if any troop is in...
i tested it but i need to paint the whole tilemap with anticollidertiles. my problem is, that i have a Wall-Tile with z = -1 there are some stairs on...
I´am currently have 2 Tilemaps (Terrain & Objects), each in own RenderLayer. The Tiles each self has differend z-Heights. The Stairs and Walls are on the Terrain Map. So i...
I think the best option is, changing the code where the collider of the tilemap is build up. Like make a boolean field in ruleTile for each Tile to set...
The Second Option should be better, because the collider is only build once, but i need to check the next tile at higher z-axis.
i added a boolean field to the ruleTile, and inside the GetTileData Method i added this: ` if (disableColliderWhenUnder) { if (tilemap.GetTile(position + new Vector3Int(0, 0, 1))) { tileData.colliderType =...
Nice its works 👯 Here the Code if you want to make a Final-Tile with 100 of Functions. I think if you write 1 Tile for all Things with a...
The second rule would then have to be the top of the fire and the first would be the vessel. But it should always be in this order in all...