#Thread
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Some are indeed not square which is strange
You can match the sizes of any square tile wit the PPU value (though resolutions won't match)
For 16x16 tile you use PPU of 16 so each takes up one-unit grid cell
what s PPU sorry for asking
for 80x80 PPU is 80
for 96x96 PPU is 96
For 80x96 neither 96 nor 80 will work so I don't know what they inteded there
Pixels Per Unit, quite literally how many pixels should fit into a single unit
Your tile grid should have cell size of one unit to keep things simple and consistent
i put that on 1 and 1 and use 16*16 in the sprite editor when i can slice it and things
I don't understand what that means
Which is why you need to use a correct PPU value
so what should The PPU be
i mean yes
bit what i do for the third one
There isn't any one correct answer
Mine might be "get a better tilemap", but it's not the only option
One option is to "logically" extend the tile so it fits into the 96x96 standard
ok thanks
For example like this
Water has been added to where it was missing
But I do not know if it was sand that was actually missing
Or worse, both
That's not something I'd want to spend effort thinking about when using tilemaps
Rather use something that works out of the box
Another option is to not modify the tiles, but modify their pivots instead for a similar result, so that a gap appears in the water side where you likely have a blue background for water in the scene
But that is even worse process because it's just as manual modification for each tile but also easy to get wrong
And might not even work depending on how the tile is cropped
Maybe there's some more acceptable workflow for such odd shaped tiles to explain why it's even being distributed like this, but I have never encountered that workflow