A while back I created this 2d tilemap shader and now Igor has sent me an improved version that looks great. Here is the email he sent me:
I found your tilemap shader post extremely helpful- it got me well on my way developing the terrain of a game I’m working on. Having spent a few days extending and refining the system, I thought I’d send it back to you, in case you wanted to add it to the post for any other folks stumbling upon your blog.
Basically, the new shader supports arbitrarily sized maps, layered tiles, and uses Warcraft 3-formatted tilesets.
It also fixes the tile bleeding issue in the original (it was related to precision loss in the pixel color component).
Again, kudos for the original idea.
And here is the updated package that was attached to it: multilayer_tiles.unitypackage
Thanks again, Igor for sending me this updated version.
I have just submitted a new version of EasyAchievements to the asset store. The new version has a few bugs fixed and also has some extra features.
- Fixed corruption of window when code got recompiled
- Achievements can now be organized in categories
- Window usability improved by allowing the resize of the left side
For more information, see the EasyAchievements page or the Asset Store Page
EasyDialogue has been updated to version 1.1.
It now supports import and export support for xml. This will allow more rapid translations by non unity users.
See the EasyDialogue page for more details or check out the asset store page.
Easy dialogue, the unity editor extension to easily create dialogues for your game, has been released on the unity asset store.
It can be found here: http://u3d.as/content/sander-homan/easy-dialogue
For more information, see the extension page.
A question came up in the #unity irc channel on freenode.net, about how the world was done in Animal Crossing. I made a small demo that uses a custom shader to get a similar effect.
Here is a simple demo of the effect: WebPlayer (move with the w/s keys)
And here is the unitypackage containing the shader and a sample scene: UnityPackage
It looks like everybody wants to make a blocky world game like minecraft, so I decided to jump on the bandwagon and create my own voxel terrain script.
256x128x256 World Demo
I was talking on IRC in #unity-chat on freenode.net when I got an idea to make a shader to remove the overlapping area of multiple circles. Here is the result:
Update: an updated version can be found here
Recently I had been wondering if I could create an easy way of rendering a 2D tilemap with a low amount of verts and drawcalls. My solution was to create a custom shader that will select the correct tile and draw it. This means I can draw a complete tilemap with just 1 quad/2 triangles. For the input I generate an extra texture that has the tilemap information. Currently there is space for animation in the texture but atm I haven’t programmed that yet.