Yes, it is compatible with Unity 6 and latest Tiled. If you see any bugs please report them to my github.
https://github.com/Seanba/SuperTiled2Unity/issues
Seanba
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Hi there. I don't think Unity WebGL is officially fully supported on mobile devices so I'm not surprised you're running into issues. In any case I'm afraid it would something for Unity to debug. I recommend you make the smallest/simplest example that displays the error and send it to them as a bug. If these dismiss it out of hand as a "not supported yet" feature then I'm afraid this isn't much to be done. :(
Hi there, @aricl. It looks like your character is sorting against those trees as I would expect. The problem is that those trees are made up of separate tiles. What you want is for your character's root position (at his feet I guess?) to always sort against the bottom of the tree. If you change your tree tiles so that they are twice as tall then it should work. Note that this is what the example that comes with SuperTiled2Unity does.
As for your second question that is more of a Unity issue. My advice is to get your collisions working as desired without using ST2U first (i.e. just using stock colliders). Once that is working to taste then you can take the lessons learned from that and apply that to your maps exported from Tiled.
My guess is that the map is being culled. I took a look on the Unity forums and see that other people are running into similar issues with Unity Tilemaps, which SuperTiled2Unity uses.
https://forum.unity.com/threads/tilemap-chunk-culling-bounds-confusion.537268/
https://forum.unity.com/threads/disappearing-chunks-on-tilemap.681136/
Try going to one of the Tilemap Renderer components on one of your layers in the map and play with the chunk culling values to see if that makes a difference. You want a culling size that large enough that it won't be culled out. If that "works" then perhaps you can add a custom importing script that will help set those values for you automatically.
In any case it sounds like a Unity bug. They won't be able to fix in time for your jam but when you have time it would be good to enter a bug with them. There's probably something special about objects that are part of a canvas that is failing to automatically update the bounding chunks. What is your runtime target? It could be a bug there too.
Hi there. It's a bit dated now and uses an older version of SuperTiled2Unity but this Github repository is an example of ST2U using normal maps that should be helpful.
https://github.com/Seanba/ST2U_NormalMaps
Hi there, Sam. SuperTiled2Unity does not use Unity's TilemapCollider2D class but instead uses its own collection of PolygonCollider2D objects to help with collision. This is so we can use the collision geometry created on the tilesets within Tiled.
There is an example provided with SuperTiled2Unity that should give some clues. Thanks.
Hi there, @mmztech. What are you using for the "Layer/Object Sorting" on your map? With an isometric map you're going to need to use a "Custom Sort Axis". This will also require you to set your Transparency Sort Mode in your Graphics setting as well.
Check this out for further details: https://supertiled2unity.readthedocs.io/en/latest/manual/sorting.html#dynamic-sorting-with-a-custom-sort-axis
Hi there, jets1234. Sorry for the late reply. For future reference issues like this are much more visible to me on my Github page.
There is indeed a simple solution for the size of your maps: Whatever Pixels Per Unit setting you are using for your sprites must be used for your tilesets and maps too.
You can set PPU on a per-map or per-tileset basis or you can change them for every asset in your project in the project settings ...
Camera settings are another story though. It sounds like you're trying to auto-fit your camera every time you resize your map (that isn't common, I think)? For that you're going to have to write some custom scripts for your camera.
Hi there, @halfcut. Unfortunately Tiled and Unity use different coordinate systems so I picked the solution that I hoped was the best case given what we have to work with. I wanted to keep the top-left corner of a map the "origin" but that did force my hand for maps to go down the negative Y axis. :/
Hi there, Yadu. Version 1.8.1 fixes bugs related to sorting and positioning for the different tile types. It's a long story of the differences between tile placement in Tiled vs. Unity and the coordinate systems they use but, yes, I can how this is causing an issue for you.
I think the best option for you would be to have your own CellToWorld function that modifies pos.y (decrements by one) or change your placement code to subtract an additional cellSize.y from p.y.
If you want to discuss this more then open a bug on github and we can see if there's better options.
BTW, in the Project Settings for SuperTiled2Unity you can assign the default material that you want all your Tilemap and Sprite renderers to use so for most people this will be the easiest/best way to use a custom material.
If you want sometime a bit more complicated like, say, different materials for different Tiled layers then you'll want to use a custom importer.
Hi there, Christopher. I'm glad you got it working. BTW, I recommend you make the assignment of material and sorting layer part of your pipeline through a custom importer. That will save you from having to make any additional changes to your map prefabs after they are imported by ST2U.
You can see and example of a custom importer in action in this repository. It will take a little bit of code on your part to get what you want but it's really nice when your maps "just work" automatically. :)
Hi there. Sorry you're having a problem with this but I of course do not expect a crash to occur when your map is being re-imported.
The best course of action for such issues is to open an issue on my GitHub page: https://github.com/Seanba/SuperTiled2Unity/issues
The first thing I'd like to look at is your Editor log. This link will help you find that on your OS: https://docs.unity3d.com/Manual/LogFiles.html
I'd probably also want to look at your project to see if I can replicate the problem. If that isn't possible (which is understandable) then a small project that does have the bug would be useful.
I'm not sure how helpful having a Discord server would be but I'm open to trying it out. Here's an invite: https://discord.gg/48KsnG
Hi there, Armakuni. This is exactly the kind of thing you would use a Custom Importer for. It's a script you can attach to the importer process to do extra work on your TMX prefab just before the import completes.
This repository here uses one such custom importer and it should serve a decent starting point for you: https://github.com/Seanba/SuperMovingPlatform
Like I've told you before there is a trivial solution to the problem you were having. Unity has the concept of "Pixels Per Unit" that is used for textures, sprites and tilemaps. SuperTiled2Unity also supports this functionality. All you need to do is make sure you are using the same "Pixels Per Unit" value for your Tiled maps and tilesets.
By default, Unity prefers values of 100 because that works well with their 2D physics systems. Personally, I use a value of 1 so that 1 unit is 1 pixel. YMMV.
If the issue persists then report a bug on my GitHub page and I will look at it further.
https://github.com/Seanba/SuperTiled2Unity/issues
Keep in mind this is a project I do in my spare time and make freely available for others. Your aggressive attitude is misplaced even if you did make a donation.
Hi there. SuperTiled2Unity puts the pivot point for Tile Objects at the bottom-left corner because that's what Tiled does.
If you need to manage the pivot point of a Tile Object then chances you want to control or manage other aspects of the object. In other words, it's now longer just a decorative tile on your level somewhere but tied into gameplay somehow.
In that case I'd recommend keeping your Tile Object in Tiled but use a "Prefab Replacement" so that those objects are replaced by a "proper" sprite (or some other object) that you have scripting control over.
You can read about Prefab Replacements in SuperTiled2Unity here:
https://github.com/Seanba/SuperPrefabReplacement
I'm sorry that some people are having difficulty with this. I assumed relative paths between TMX, TSX, and textures would be a straightforward concept for people making games although I concede that Unity assets don't normally have these restrictions.
The easiest thing to do, before you do anything with Unity, is have your Tiled map and all other files it references (tilesets and textures) all live in the same folder on your harddive somewhere. Then, drag that folder into your Unity project in one go.