When we want to customize the structure of tilemap layers, we have to create a custom tilemap layers handler and also a custom room template initializer. This might too much additional work for a person that is just trying the plugin.
Another problem is with materials. If we use URP/LWRP with a lit sprite shader, we are forced to create a custom tilemap layers handler because we need to set the correct material after a level is generated. The problem is that this is not really customization of the plugin, it is a common use case that people want to add lights to the game. It should not require creating a custom handler.
A possible solution to this problem is to try to infer some properties of tilemaps/grid after a level is generated. For example, we can look at individual room templates and use the same material when generating a level. Another thing that could be easily inferred is grid properties - cell size, etc.
When we want to customize the structure of tilemap layers, we have to create a custom tilemap layers handler and also a custom room template initializer. This might too much additional work for a person that is just trying the plugin.
Another problem is with materials. If we use URP/LWRP with a lit sprite shader, we are forced to create a custom tilemap layers handler because we need to set the correct material after a level is generated. The problem is that this is not really customization of the plugin, it is a common use case that people want to add lights to the game. It should not require creating a custom handler.
A possible solution to this problem is to try to infer some properties of tilemaps/grid after a level is generated. For example, we can look at individual room templates and use the same material when generating a level. Another thing that could be easily inferred is grid properties - cell size, etc.