Tim Minkov

Results 20 comments of Tim Minkov

Managed to somewhat figure it out, but I doubt it'll be performant: First we grab the neighbor tiles' neighbors: ```c# private void SetMatchingNeighboringTiles(ITilemap tilemap, Vector3Int position, TileBase baseTile, int xIndex)...

This doesn't work well on corners, as you can see here: ![image](https://user-images.githubusercontent.com/3485060/43818169-430d9076-9a92-11e8-826d-b5557380394a.png) The only real way to do it is to build out a UI to select neighboring sprites to...

That won't work - The tiles I'm talking about are surrounded on all sides.

Yes - Using a single rule tile for the entire set.

That rule tile doesn't have any of your dark tiles on it.

Yes - Is there any way to do that through the API (specifically the edge part). The two cells away is something I wrote but doesn't really work very well...

If I change the following line: `case TilingRule.Neighbor.This: return tile == m_Self;` to: `case TilingRule.Neighbor.This: return tile == m_Self || tile != null;` I get behavior that I can somewhat...

It's the main test scene (with all the different colored geometry). I can't use boxes unfortunately as I've created a mountain-y terrain in blender. Need to use a mesh collider.

In addition, I sometimes fall through the ground. It can happen often at corners with large slope differences.