Please backup your project before importing TileWorldCreator V.2.0
NEW: dungeon tileset with hand painted textures
NEW: 4 Different map algorithms: BSP dungeon, Cellular, Maze, Simple dungeon
NEW: It is now possible to implement your own map algorithms
NEW: XZ and XY map orientation
NEW: Settings and presets stored in a sepparate asset file. (configuration file)
NEW: Asset files can be loaded during runtime
NEW: Automatic cluster size option. Calculates the best size according to the tile vertex count.
NEW: Added new EventSystem (OnMapBuildComplete, BuildProgress...)
NEW: Completely new and rewritten TileWorldObjectScatter tool!
NEW: Objects can now be painted
NEW: New and better "best guess" position placement algorithm
NEW: Procedural based object placement
NEW: Position based object placement (great for player start / end position)
NEW: API WorldPositionToMap();
NEW: API GetCurrentSeed();
NEW: New and updated Demoscenes
Overall lots of improvements, better API, code cleanup and bug fixes
Improvements: Paint speed improvements
Improvements: Code clean up
Improvements: Reworked Documentation
This is a major new version with lots of changes and therefore there are some inevitable
TileWorldCreator settings deprecated due to new asset files.
Runtime settings assignments does work different now. Checkout the runtime demo.
iMask new return method
FillLayerFloor renamed to FillLayerGround
renamed Generate to GenerateAndBuild for less confusing
NEW: Added new multi material mesh merge option. Single clusters can now be merged into a one single multi material mesh.
NEW: It is now possible to name the generated TWC_World group gameobject. Makes it simpler when using multiple TileWorldCreator instances in one scene.
NEW: Multi tile drag and drop prefab assignment functionality added to the preset.
NEW: Multi gameobject drag and drop assignment in TileWorldObjectScatterer.
Modification: The grid does now take the y offset of a preset into account.
Modification: Renamed floor and block offset settings in the presets to terrain and water.
Modification: Renamed preset tiles to meet the new multi tile assignment alphabetical ordering in the preset.
Bugfix: Fixed a rare array exception bug when reseting all settings.
Bugfix: Fixed a rare array exception bug when changing the number of layers in the settings.
Bugfix: Runtime Editor takes now the position of the TileWorldCreator prefab into account.
Bugfix: When generating a map at runtime the scaling of the world object was set to 0,0,0
Update: Better build performance when using multiple layers.
NEW: Floodholes option. Flood holes inside of an island/cavern.
NEW: Brush size can now be changed
NEW: Added API methods AddTiles + RemoveTiles.
NEW: API Documentation added.
Change: Renamed floodfill to flood unjoined
Change: small code changes and added new comments
TileWorld object scatterer
Bugfix: Start/End position works correctly when prefab is moved.
Bugfix: Child object position is now correct when prefab is moved
Bugfix: Scattered objects are now placed correctly when the global scale is > 1
NEW: Mask Layer feature. With option to create your own masks behaviours.
NEW: Added 4 default mask behaviours (BorderMask, InnerMask, CircleMask, RandomMask)
NEW: TileWorldCruncher Script. Attach to any gameobject and it will add or subtract tiles from your map in a certain rate from its current position
NEW: Added Ramp tile to preset_01
NEW: New Demoscene showcasing the mask feature
NEW: option to undock settings, presets and edit map panel to a sepparate window
NEW: duplicate layer feature
NEW: copy/paste map to layer feature
NEW: Optimization pass is a default process now and was removed as an option from the inspector. It just does not make much sense to build a map without optimization.
Bugfix: when layer inset is set to 0 instead of creating an empty filled layer it will now duplicate the layer underneath.
Bugfix: Build overlapping tiles does now take all layers into account
Bugfix: Build button works always now
Bugfix: Generating a new map does no more reset the current selected layer
Update: Runtime Editor updated to work with mask layers
Update: Save map updated to support mask layers
Update: Improved optimization pass to support partial map optimization.
Change: Texture import settings
TileWorld object scatterer
NEW: random objects can now be duplicated in the inspector
NEW: better algorithm to check if objects are inside of a terrain cell
NEW: for each object a layer where it sould be placed can now be selected
Update: updated to the global scale of TileWorldCreator
NEW: Paint maps at runtime now with basic editor features like: New Map, Random Map, Save/Load map.
Drag the TileWorldCreatorRTE prefab directly into your scene and paint maps at runtime.
NEW: Improved build speed.
NEW: SciFi tileset also available in the Unity 4 package.
NEW: Runtime editor demoscene
Bug fix / improvement: Map generation improved, resulting in much better maps without the "not enclosed cell bug".
NEW: unity 5 PBR sci-fi tile presets (including 4 base tiles + 3 wall tiles + 1 barrel)
each tile consists of 4 2k textures (Albedo, MetallicSmoothness, NormalMap + 1 legacy BumpedSpecular Map)
NEW: SciFi Demoscene
NEW: CameraOrbitNavigation Script
BUG fix: UnityEditor build error fix (platform dependent compilation)
BUG fix: Maps can now be build even if not all tile slots are occupied in a preset.
editor freeze hotfix
NEW: added Build overlapping tiles feature
NEW: Demoscene added showing the new feature build overlapping tiles.
NEW: preset added
NEW: presets can now be duplicated
Bug fix: fixed a bug when layers were added in the settings tab but not in
the edit tab
Bug fixed: Text corrected in the settings tab regarding the cluster size
Update: runtime demoscene
- set to false will allow you to use layers for mixing presets. The tiles from an underlying layer will not be builded.
NEW: added camera script
Optimized generation for larger maps greater than 200x200 tiles.
Bug fix: changed .Directory.ToString() to .DirectoryName in TileWorldCreatorAbout.cs
Update: camera script for better navigation on larger maps