Closed bigtrizero closed 3 years ago
Int grid values in LDtk are displayed inside of the LDtk Project asset inspector as their own section for Int Grid Values.
For each int grid value, there is a sprite field, which allows you to define collisions. In the scene, displaying tiles visually is entirely handled by the Tile layers. if that is what you were wondering about. Alternatively, you can set the option to make the int grid values visible, and their corresponding colours will be displayed on the generated tilemaps in the scene.
Let me know if this helped out, or if you were wondering about something else. I'll try and provide some images some time later
yes It's help! thank you.
now I have a problem
in ldtk , I create en entitie ladder 16x128 , and in unity it set scale to 8 οΌIt causes the deformation of the child game object and changes the position of the child game object.
Ah, I can give you some more insight on this.
Here's what is happening here:
I actually have to document that resizing entities affect the unity object's scale. Here's the subject:
When an entity's prefab is instantiated, that object's scale adjusts accordingly if the entity instance was resized in LDtk.
The scale value is determined by the difference between the original entity size and the resized entity in LDtk. So when making the prefab for an entity instance, make the prefab match the exact same scale size as the entity's definition in LDtk, and not the resized entity instance.
Example: In LDtk, an entity's definition size is 16x16 pixels. If an entity instance resized to 32x48 pixels in size in the level, then the scale value in unity would be: (2, 3, 1)
I pushed a new major update that may fix this issue. Let me know if the new process works for you, or if you still have any problems with this issue π
I'm leaving this issue as resolved, but feel free to reopen (or post new different issue) if necessary π
how to create in grid value in unity with 1.3.6?
and need a feature , need convert in grid value to unity tilemap layer