#@Spazi i think im doing something wrong

1 messages · Page 1 of 1 (latest)

prisma trellis
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What is the problem at this moment precisely

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And what instructions are you following

fiery sinew
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i found this tutorial on youtube

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i can link it if it will help u

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but what's not working is that it doesn't let me pick the tile i place in the palette

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@prisma trellis

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here is an example

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@prisma trellis could u walk me trough how to make one, i could make a new project and just try it again

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@prisma trellis yo u here?

prisma trellis
# fiery sinew

The ppu is wrong, and you should still enable the grid in the palette

fiery sinew
prisma trellis
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What happens if you click the grid button?

fiery sinew
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Nothing

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It just doesnt appear

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I hopped of my pc like 5min ago

prisma trellis
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If you're using Unity 6.2 it could be a bug with it

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6.2 URP specifically
So I'd test with 6.1 or 6.0 or with built-in render pipeline if you're sure you don't need urp features

fiery sinew
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ill check

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it isn't on URP

prisma trellis
fiery sinew
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alright

fiery sinew
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@prisma trellissoo

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6.0 half works

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the grid and placing works but when i deselect it and try to select it again it doesnt really work anymore

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can u help me redo the thing, maybe i did something wrong @prisma trellis

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YOOO I MADE IT WORK

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thanks for letting me know to 6.0

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this really helped alot

prisma trellis
# fiery sinew this really helped alot

UnityChanThumbsUp editor problems are really tough to figure out when everything's new and confusing
That's why I pretty quickly do tests in other versions iif things aren't workinig right just to make sure I'm not scouring for an user error that's not there

fiery sinew
prisma trellis
fiery sinew
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as you can see the tiles dont overlap eachother exactly how can i make them overlap in a easy way?

prisma trellis
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There's buttons to rotate and flip tiles in the tile palette
But it doesn't really make sense to rotate isometric tiles

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Flipping them sideways works to an extent, but beyond that you need new sprites for each "rotation"

prisma trellis
fiery sinew
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its kinda weird

prisma trellis
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The weirdness I see is because they overlap a distance less than a sprite pixel's width exactly

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Which may be a result of you changing either PPU or tile's size between the last two images

fiery sinew
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yeah

prisma trellis
fiery sinew
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oh yeah how do i turn these weird boxes off

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i accidentely turned it on when i pressed a few keys now its starting to get annoying

prisma trellis
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Or the solid one

fiery sinew
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alright

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yup

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thanks

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and about the overlapping?

prisma trellis
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You did something that changed the size of the sprite relative to grid:

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First the sprite fits inside the cell, then it spills over

fiery sinew
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i can fix this my making them smaller?

prisma trellis
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Which typically happens by altering the PPU value of the texture, or the scale of the tiles, or the size of the grid

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Do you remember doing any of those in the last couple of hours?

fiery sinew
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i mean

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the ppu is like 8

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and the pixels for the texture is about 32 x 32

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i didn't think it would matter much because its WAYYY smaller when i put it to 32

prisma trellis
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PPU is "pixels per unit" so how many pixels of the sprite take up one unit
A grid cell by default has the width of one unit, but if you changed that variable it would not be so

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Keeping it consistent makes it much easier for you
If your tile sprite is 32 pixels wide, you know 32 is the right PPU for a grid with 1 unit width cells

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So for example you don't want to set the PPU wrong first, then scale the grid to compensate

fiery sinew
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the ppu*

prisma trellis
fiery sinew
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how dom i fix it being really small on the grid?

prisma trellis
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If the tiles are still too big, that would point to grid size being wrong

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Or tilemap's tile scale being wrong, if you have the option to change that

prisma trellis
fiery sinew
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i did make the tiles bigger than the default tile size

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3, 1.5, 1

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cell size

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here are the properties

prisma trellis
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Should be 1, 0.5, 1

fiery sinew
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i want the tiles to be bigger personaly

prisma trellis
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Unless there's a third wrong scale at some point, then the grid should exactly conform each tile and vice versa

prisma trellis
fiery sinew
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in need it to have less tiles in the field of view

prisma trellis
fiery sinew
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i mssed around with the settings

fiery sinew
prisma trellis
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Like I said it should be

fiery sinew
prisma trellis
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Don't "mess around", set the variables to the exact values they should be first

fiery sinew
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alr

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is there a way to change the ppu In the pallete?

prisma trellis
fiery sinew
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alr

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so i gotta make a new palette?

prisma trellis
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I suppose so if the palette you have has the wrong grid scale

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Or rather may be able to change it directly from the palette asset

fiery sinew
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looks like this

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still weird

fiery sinew
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fixed it

prisma trellis
fiery sinew
prisma trellis
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Tiles are overlapping with sub-pixel offsets, like before

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Though since it's the palette it doesn't really matter if it looks exact or not
But once your scene has the correct settings you can copy them over to the palette

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Which doesn't have right settings currently either

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You should tweak cell gap only after your tile and grid scales are correct

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Which they're not because the tiles are much bigger than your grid cells

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I'm still waiting to see 32 PPU, 1, 0.5, 1 grid no gap in scene view

fiery sinew
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wich i dont wan ther eto be 500 tiles on the screen

prisma trellis
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If changing a variable to the right value makes the result worse, that means there are other different variables that also need to be corrected

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Not that the change was wrong and you need to revert it immediately

fiery sinew
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isn't there a way to fix it with this cell size

prisma trellis
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Because that's also a factor
Camera size determines how many tiles can be seen relative to screen space, so also how big they appear

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But importantly changing camera size is much simpler change than changing PPU and grid size and tilemap scale and what else

fiery sinew
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wait but what will changing the thing to 1, 0.5 and ppu to 32?

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do

prisma trellis
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Which is important troubleshooting information

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And it establishes a standard in your scene that you can rely on

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You won't have to guess or figure out how big the distance between tiles is when you're building the level or writing scripts

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PPU is a value that should be standard across all your assets so their pixel sizes are always the same relative to each other, which helps tremendously when authoring more assets