I’ve been using LEd 2D Map Editor to create my levels because the UI/UX is a lot more intuitive to me than Tiled was (especially when it comes to the nightmarish archaic implementation of Rule Tiles/“automapping” of Tiled, compared to the UI driven Unity-like approach LEd takes). So in my digging to learn how to best import my levels to Unity, I discovered that LEd has an option to save the same level for use in Tiled, like so.
Afterwards I discovered SuperTiled2Unity, and thought it would be a perfect solution for me. I can use LEd to make my levels, save them as a Tiled TMX, then use the aforementioned Unity Package to simply drag and drop my levels into Unity.
It worked! … sort of.
It wasn’t behaving the way I was expecting it would, so I opened the TMX in Tiled to try and figure out what the issue was.
As it turns out, LEd saves the level’s layers as Objects instead of tiles in the TMX file. After metaphorically ramming my skull into a brick wall for the last half an hour trying to figure out how to move / copy / cut / paste / transfer / merge the objects into the Tile layer instead, I’m at my wit’s end. So here’s the question:
Is there ANY way to do what I’m trying to do? How can I simply take the objects (every single tile sprite you see is a separate object) and move them into a Tile Layer instead of an Object layer?
As a separate question, while I’m thinking about it: I’m utterly baffled and confused by how to create colliders in Tiled. Is there no way to assign collision to a tilemap/tileset? Like make it automatically ignore transparency and “shrink-wrap” collision around the edges of all the sprites?