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Question by joechancey11 · Mar 01, 2015 at 11:54 PM · c#2dinstantiatevector3

Unity 2D Rouge-Like game tutorial help

Unity made that tutorial on creating that 2D rouge-like game, and for the actual generation of tiles something is off because my tiles are looking like this https://www.dropbox.com/s/od617t6c1q7shxq/Screenshot%202015-03-01%2015.13.19.png?dl=0

and i dont know how to fix that, i think it has something to do with the fact that my sprites are 16x16 pixels and the sprites he used in the tutorial video ( https://www.youtube.com/watch?v=7NYXBUWmFvU ) are 32x32. How can i get these to connect? here's the code for the generation

i need them to generate 0.16 away from one another, so it'd be x= 0.16 for 1 tile then the next would be x= 0.32. that'd be the only way they'd connect. but they are instead spawning like, first tile being x= 1, next being x=2. how would i get them to spawn 0.16 apart?

Thanks!

 using UnityEngine;
 using System;
 using System.Collections.Generic;       //Allows us to use Lists.
 using Random = UnityEngine.Random;      //Tells Random to use the Unity Engine random number generator.
 
 namespace Completed
     
 {
     
     public class BoardManage : MonoBehaviour
     {
         // Using Serializable allows us to embed a class with sub properties in the inspector.
         [Serializable]
         public class Count
         {
             public int minimum;             //Minimum value for our Count class.
             public int maximum;             //Maximum value for our Count class.
             
             
             //Assignment constructor.
             public Count (int min, int max)
             {
                 minimum = min;
                 maximum = max;
             }
         }
         
         
         public int columns = 8;                                         //Number of columns in our game board.
         public int rows = 8;                                            //Number of rows in our game board.
         public Count wallCount = new Count (5, 9);                      //Lower and upper limit for our random number of walls per level.
         public Count foodCount = new Count (1, 5);                      //Lower and upper limit for our random number of food items per level.
         public GameObject exit;                                         //Prefab to spawn for exit.
         public GameObject[] floorTiles;                                 //Array of floor prefabs.
         public GameObject[] wallTiles;                                  //Array of wall prefabs.
         public GameObject[] foodTiles;                                  //Array of food prefabs.
         public GameObject[] enemyTiles;                                 //Array of enemy prefabs.
         public GameObject[] outerWallTiles;                             //Array of outer tile prefabs.
         
         private Transform boardHolder;                                  //A variable to store a reference to the transform of our Board object.
         private List <Vector3> gridPositions = new List <Vector3> ();   //A list of possible locations to place tiles.
         
         
         //Clears our list gridPositions and prepares it to generate a new board.
         void InitialiseList ()
         {
             //Clear our list gridPositions.
             gridPositions.Clear ();
             
             //Loop through x axis (columns).
             for(int x = 1; x < columns-1; x++)
             {
                 //Within each column, loop through y axis (rows).
                 for(int y = 1; y < rows-1; y++)
                 {
                     //At each index add a new Vector3 to our list with the x and y coordinates of that position.
                     gridPositions.Add (new Vector3(x, y, 0f));
                 }
             }
         }
         
         
         //Sets up the outer walls and floor (background) of the game board.
         void BoardSetup ()
         {
             //Instantiate Board and set boardHolder to its transform.
             boardHolder = new GameObject ("Board").transform;
             
             //Loop along x axis, starting from -1 (to fill corner) with floor or outerwall edge tiles.
             for(int x = -1; x < columns + 1; x++)
             {
                 //Loop along y axis, starting from -1 to place floor or outerwall tiles.
                 for(int y = -1; y < rows + 1; y++)
                 {
                     //Choose a random tile from our array of floor tile prefabs and prepare to instantiate it.
                     GameObject toInstantiate = floorTiles[Random.Range (0,floorTiles.Length)];
                     
                     //Check if we current position is at board edge, if so choose a random outer wall prefab from our array of outer wall tiles.
                     if(x == -1 || x == columns || y == -1 || y == rows)
                         toInstantiate = outerWallTiles [Random.Range (0, outerWallTiles.Length)];
                     
                     //Instantiate the GameObject instance using the prefab chosen for toInstantiate at the Vector3 corresponding to current grid position in loop, cast it to GameObject.
                     GameObject instance =
                         Instantiate (toInstantiate, new Vector3 (x, y, 0f), Quaternion.identity) as GameObject;
                     
                     //Set the parent of our newly instantiated object instance to boardHolder, this is just organizational to avoid cluttering hierarchy.
                     instance.transform.SetParent (boardHolder);
                 }
             }
         }
         
         
         //RandomPosition returns a random position from our list gridPositions.
         Vector3 RandomPosition ()
         {
             //Declare an integer randomIndex, set it's value to a random number between 0 and the count of items in our List gridPositions.
             int randomIndex = Random.Range (0, gridPositions.Count);
             
             //Declare a variable of type Vector3 called randomPosition, set it's value to the entry at randomIndex from our List gridPositions.
             Vector3 randomPosition = gridPositions[randomIndex];
             
             //Remove the entry at randomIndex from the list so that it can't be re-used.
             gridPositions.RemoveAt (randomIndex);
             
             //Return the randomly selected Vector3 position.
             return randomPosition;
         }
         
         
         //LayoutObjectAtRandom accepts an array of game objects to choose from along with a minimum and maximum range for the number of objects to create.
         void LayoutObjectAtRandom (GameObject[] tileArray, int minimum, int maximum)
         {
             //Choose a random number of objects to instantiate within the minimum and maximum limits
             int objectCount = Random.Range (minimum, maximum+1);
             
             //Instantiate objects until the randomly chosen limit objectCount is reached
             for(int i = 0; i < objectCount; i++)
             {
                 //Choose a position for randomPosition by getting a random position from our list of available Vector3s stored in gridPosition
                 Vector3 randomPosition = RandomPosition();
                 
                 //Choose a random tile from tileArray and assign it to tileChoice
                 GameObject tileChoice = tileArray[Random.Range (0, tileArray.Length)];
                 
                 //Instantiate tileChoice at the position returned by RandomPosition with no change in rotation
                 Instantiate(tileChoice, randomPosition, Quaternion.identity);
             }
         }
         
         
         //SetupScene initializes our level and calls the previous functions to lay out the game board
         public void SetupScene (int level)
         {
             //Creates the outer walls and floor.
             BoardSetup ();
             
             //Reset our list of gridpositions.
             InitialiseList ();
             
             //Instantiate a random number of wall tiles based on minimum and maximum, at randomized positions.
             LayoutObjectAtRandom (wallTiles, wallCount.minimum, wallCount.maximum);
             
             //Instantiate a random number of food tiles based on minimum and maximum, at randomized positions.
             LayoutObjectAtRandom (foodTiles, foodCount.minimum, foodCount.maximum);
             
             //Determine number of enemies based on current level number, based on a logarithmic progression
             int enemyCount = (int)Mathf.Log(level, 2f);
             
             //Instantiate a random number of enemies based on minimum and maximum, at randomized positions.
             LayoutObjectAtRandom (enemyTiles, enemyCount, enemyCount);
             
             //Instantiate the exit tile in the upper right hand corner of our game board
             Instantiate (exit, new Vector3 (columns - 1, rows - 1, 0f), Quaternion.identity);
         }

 }

}

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avatar image joechancey11 · Mar 01, 2015 at 11:59 PM 0
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Iv fixed this in the editor by up-scaling all the textures to fit the code. But id still like to see if anyone can help me get them to connect on their original size?

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