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Question by standinonstilts · Oct 08, 2018 at 02:38 AM · 2dtilemappipelinereference-other-objectrandom gen

Programatically generate tilemap,Programatically generate tilemap

I'm really new to gamedev although I have a decent amount of experience programming in other fields. I am a competent programmer. I am creating a simple game where the level is a randomly generated tilemap. generating the map is easy, but I don't know how to efficiently visualize the map in the game. I don't want to spend hours dragging tiles into a list in the inspector just so I have a way to reference them in my code, I would rather be able to reference them through their path: "tiles/grass". I did this with ease in monogame prior to trying this in unity. I simply loaded the asset in the pipeline and referenced it in the initialization of my code and was able to draw a tilemap without any troubleshooting at all. With unity i don't understand how I am supposed to reference assets in my code, everything seems to revolve around drag and drop. Is there some documentation you think would be useful? What area of gamedev does this pertain to? My goal is to have a static dictionary where tile type is an enum of tile types in the game and "string" is the path to the asset (this could also be whatever is easier) and to be able to call tilemap.setTile by referencing this dictionary to set the proper tile.

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