Hiya, first time poster here.
Been using Tiled for maybe 6+ months or so, in combination with Tiled2Unity. It’s been working quite well given my limited experience with Tileset editors / auto-mappers. Thanks for the tool and the support.
How I Use It:
I typically just drag and drop .tmx files into Unity 2D projects, the collision bodies of these tiles have been defined within Tiled Editor, and that’s been enough for me. I define most everything else in Unity world space (i.e manually place transforms, sprites, player/enemy GameObjects, collisions, etc.). I say this to express that I don’t have experience with much else that I’m sure Tiled has to offer, how it can be used more efficiently, and APIs, other scripting methods, custom files, etc.
I’d like to learn more!
Anyhow, the question that I have today is,
Hypothetically, if I wanted to make falling tiles or destructible tiles (think Zelda II or Castlevania, NES tile properties), where not every tile in the scene need have physics applied or be destructible, but I’m getting to a place where I’d like to find out how to do this, and how it might be possible using Tiled + Tiled2Unity.
Curious if anyone here has achieved such a result, i.e. can a tile on a specific layer within the .tmx, imported into Unity, have destructible qualities, and or the ability to have physics applied directly?
If the answer is “No”, just do this with a custom Unity gameObject/prefab that just appears as a 16px sprite and has a Rigidbody2D, that’s fine too.
Although that being said, I’ve never tried using Tile2Unity (tmx files) in combination with Unity Grid, can they work in tandem, in this way?
Thanks for any feedback you can provide.
Have a great day!
Rob