Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 11 Next capture
2021 2022 2023
1 capture
11 Jun 22 - 11 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by DevMerlin · Aug 14, 2015 at 03:43 PM · tilemapdynamic

I am following a tilemap tutorial, however the UV layout is strange. How can I fix this?

I'm following this tutorial set: https://www.youtube.com/watch?v=owBt9SNKXCI∈dex=6&list=PLbghT7MmckI4qGA0Wm_TZS8LVrqS47I9R to dynamically build a tile map layout. It works to a point, but it generates a very strange layout with 128 x 128 sized tiles.

alt text

Clearly that strange partitioning shouldn't be happening, but I cannot seem to track down what's going on to cause it. Here is my version of the code, which is mostly identical to quill18creates's version sans a few small differences:

 using UnityEngine;
 using System.Collections;
 
 [ExecuteInEditMode]
 public class TileMap : MonoBehaviour {
 
     public int size_x = 100;
     public int size_z = 50;
     public float tileSize = 1.0f;
 
     public Texture2D terrainTiles;
     int tileResolution = 128;
 
     // Use this for initialization
     void Start () {
         BuildMesh();
     }
 
     Color[][] ChopUpTiles() {
         int numTilesPerRow = terrainTiles.width / tileResolution;
         int numRows = terrainTiles.height / tileResolution;
 
         Color[][] tiles = new Color[numTilesPerRow*numRows][];
 
         for(int y=0; y < numRows; y++) {
             for(int x=0; x < numTilesPerRow; x++) {
                 tiles[y * numTilesPerRow + x] = terrainTiles.GetPixels( x*tileResolution , y*tileResolution, tileResolution, tileResolution );
             }
         }
 
         return tiles;
     }
 
     void BuildTexture() {
         //DTileMap map = new DTileMap(size_x, size_z);
 
         int texWidth = size_x * tileResolution;
         int texHeight = size_z * tileResolution;
         Texture2D texture = new Texture2D(texWidth, texHeight);
 
         Color[][] tiles = ChopUpTiles();
 
 
         for(int y=0; y < size_z; y++) {
             for(int x=0; x < size_x; x++) {
                 Color[] p = tiles[Mathf.RoundToInt(Random.Range(0, 5))];
                 texture.SetPixels(x * tileResolution, y * tileResolution, tileResolution, tileResolution, p);
             }
         }
 
         //texture.filterMode = FilterMode.Bilinear;
         texture.wrapMode = TextureWrapMode.Clamp;
         texture.Apply();
 
         MeshRenderer mesh_renderer = GetComponent<MeshRenderer>();
         mesh_renderer.sharedMaterials[0].mainTexture = texture;
     }
 
     public void BuildMesh() {
         int numTiles = size_x * size_z;
         int numTris = numTiles * 2;
 
         int vsize_x = size_x + 1;
         int vsize_z = size_z + 1;
         int numVerts = vsize_x * vsize_z;
 
         // Generate the mesh data
         Vector3[] vertices = new Vector3[ numVerts ];
         Vector3[] normals = new Vector3[numVerts];
         Vector2[] uv = new Vector2[numVerts];
 
         int[] triangles = new int[ numTris * 3 ];
 
         int x, z;
         for(z=0; z < vsize_z; z++) {
             for(x=0; x < vsize_x; x++) {
                 vertices[ z * vsize_x + x ] = new Vector3( x*tileSize, 0, -z*tileSize );
                 normals[ z * vsize_x + x ] = Vector3.up;
                 uv[ (z * vsize_x) + x ] = new Vector2( (float)x / size_x, (float)z / size_z );
             }
         }
         Debug.Log ("Done Verts!");
 
         for(z=0; z < size_z; z++) {
             for(x=0; x < size_x; x++) {
                 int squareIndex = z * size_x + x;
                 int triOffset = squareIndex * 6;
                 triangles[triOffset + 0] = z * vsize_x + x +           0;
                 triangles[triOffset + 2] = z * vsize_x + x + vsize_x + 0;
                 triangles[triOffset + 1] = z * vsize_x + x + vsize_x + 1;
 
                 triangles[triOffset + 3] = z * vsize_x + x +           0;
                 triangles[triOffset + 5] = z * vsize_x + x + vsize_x + 1;
                 triangles[triOffset + 4] = z * vsize_x + x +           1;
             }
         }
 
         // Create a new Mesh and populate with the data
         Mesh mesh = new Mesh();
         mesh.vertices = vertices;
         mesh.triangles = triangles;
         mesh.normals = normals;
         mesh.uv = uv;
 
         // Assign our mesh to our filter/renderer/collider
         MeshFilter mesh_filter = GetComponent<MeshFilter>();
         MeshCollider mesh_collider = GetComponent<MeshCollider>();
 
         mesh_filter.mesh = mesh;
         mesh_collider.sharedMesh = mesh;
 
 
         BuildTexture();
     }   
 }
strange-texturing.png (143.4 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

25 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Should I use built-in tilemaps or create my own tilemap system? 1 Answer

How to build a tilemap at runtime? 1 Answer

How can I make tiles move for a dynamic background 0 Answers

Stop player from pushing tilemap 1 Answer

Assistance Request: Dynamic Tilemapping 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges