Closed Cammin closed 3 years ago
This feature is actively being worked on right now. This will take some time to develop, as there is a lot of reworking involved to achieve this. But I think it's the best decision for this project, especially because it becomes a lot more simple to use and manage.
Check my trello for what's happening: https://trello.com/b/YPgO5283/ldtk-to-unity
Wanted to share an update on some preview progress. I can say that it's coming along well and should be available as a major update once all the kinks are ironed out. 🙂
There are several notable major changes and additions:
The level build process has moved to use a scripted importer. This means that a prefab is generated/updated every time an LDtk project is saved.
IntGrid values now use these special tiles, addable from the create asset menu.
The field injection system for entities/levels has changed. It's now placed onto the GameObject as a standalone component, and its data is accessible in code by their identifier. This helps eliminate the need to create boilerplate scripts for getting field data.
Very excited for when this massive rework is completed :)
I pushed the new major update. Check out all of its details here: https://github.com/Cammin/LDtkUnity/blob/master/Assets/LDtkUnity/CHANGELOG.md
Hope you may find this tool useful to quickly transform your level designs into Unity! 🙂
There is a similar tool like this one but for tiled: https://github.com/Seanba/SuperTiled2Unity
After looking over its strategy compared to this package, I'm considering some inspiration from it into the import process of a
.ldtk
asset in unity, where the import process builds a ready-to-use drag-n-drop "prefab" that automatically regenerates itself whenever the.ldtk
level is saved (similar to a.fbx
model imported into unity). This would involve a major rework to the entire setup process, but I'm interested in exploring this route, as it would greatly simplify the asset setup for the user, and allow automatic refreshes of a.ldtk
project without any extra manual work which furthers the simplification.I can imagine that the simplification can remove the need to manage tile collections, assigning textures/levels/background textures, and anything else that could be otherwise managed by the user which could be automated, while still offering some degree of customization as well.
My primary goal is to make this as simple as humanly possible for the end-user.
I'd be interested in some discussion, so If you have any thoughts about UX, asset setup, AssetImporter advice, etc, drop them here.