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FAQ

Short answers to the questions that come up most, each with a link to the page that has the full story. For something that is broken rather than unclear, start with Troubleshooting.

Tilesets

Can I use my RPG Maker tilesets?

Yes. A tileset slot takes RPG Maker sheets as they are: the five autotile sheets A1 to A5 in an autotileset slot, or four B to E sheets in a normal tileset slot. You do not cut them up. See Tileset Window.

The sheets have to match the tileset's tile size. VX and VX Ace sheets use 32 pixel tiles, MV and MZ sheets use 48. Set Tile Size In Pixels: in the tileset inspector before you press Generate Atlas of ..., because the tile size cannot change once the atlas exists. If you drop a sheet made for the other size, the tileset window says so and tells you what to do.

Can tiles be taller than they are wide?

No. Tile Size In Pixels: sets one value for both sides, so a tileset built from the inspector has square tiles.

The tileset window rejects my sheet. What size does it want?

Hover the field name in the tileset window to see the size it takes. The rejection message also names the right slot and field for an image of that size, for example a B to E sheet dropped on an autotileset field. If you cropped or resized the sheet, go back to the original RPG Maker layout. See Tileset Window.

Painting

How do I undo a brush stroke?

Press Shift + Z in the Scene view, and Shift + Y to redo. Unity's Ctrl + Z does not undo painting. Each brush stamp is one step, so a long stroke takes several presses. See Keyboard and Mouse.

How do I erase?

Click the eraser button in the RPG Map Editor overlay in the Scene view, then paint over the tiles. It erases on the selected layer only. The pencil button next to it goes back to painting. You can also right click a cell with nothing on it to copy it. Painting with that clears every visible layer of the cells you paint over. See Painting.

How do I put a tree over the grass without erasing the grass?

Select the Ground layer and paint both. With Smart Brush on, which is the default, a tile with transparent pixels such as a tree goes to the layer above the selected one by itself. With it off, hold Shift while you paint the tree, or select Ground Overlay first. See Which layer a tile goes into.

Do I have to press Commit?

Commit is the normal way to save, and you should use it. It writes the map into the Map Data asset and saves that asset. Since 1.6.1, anything you forget to commit is also written when scripts recompile, when the scene closes, when play mode starts and when you select another object. The Paint tab shows Uncommitted changes while there is something to write. See Saving and Loading.

Maps

How do I make a map bigger or smaller?

On the Settings tab, change Map Width and Map Height, then press Apply New Dimensions. Sizes are in tiles. New maps are 200 by 200.

How do I make the tiles bigger or smaller in the world?

Change Cell Size on the Settings tab, then press Reload Map. It is the size of one tile in world units, and it starts at 0.32 for 32 pixel tiles. Characters and scripts read it from the map, so do not assume one tile is one unit.

Can two scenes use the same map?

Yes. Point both maps at the same Map Data asset. Painting in either scene changes the map in both.

Can I save a map to a file?

The Data tab has Export Map... and Import Map..., which write and read the map as an XML file. See Saving and Loading.

Why does my map lose what I painted in play mode?

Tiles changed while playing are thrown away when you stop, unless the map has Save Changes After Playing on in the Settings tab. That option writes them into the Map Data asset when play mode stops or another scene loads, and the write cannot be undone. It is off for new maps. See Saving and Loading.

How do I stop the in-game map editor from showing?

Clear Show Map Editor On Play on the map's Settings tab. A new map has it on, and it shows in player builds too, where anyone playing could edit your map. Turn it off before you build. See In-Game Map Editor.

Scripting

Which tile is at a world position?

using CreativeSpore.RpgMapEditor;

// Layer 0 is the first layer in the Map Layers list.
AutoTile tile = RpgMapHelper.GetAutoTileByPosition(transform.position, 0);
bool isEmpty = tile.Id < 0;

Layers are addressed by their index in the Map Layers list. See Tiles and Positions.

My old script stopped compiling after updating to 1.6.1

Two things were renamed or removed in 1.6.1:

  • DemoPathFindingBehavior, the pathfinding demo script, moved into the CreativeSpore.RpgMapEditor namespace. Add using CreativeSpore.RpgMapEditor; to scripts that name it.
  • The eTileLayer enum is gone. Use the layer's index in AutoTileMap.MapLayers instead.

See the Changelog.

General

Which Unity versions does it support?

Unity 2022.3 up to Unity 6. It is tested on 2022.3.62f2 and Unity 6.

Does it work with URP?

The map renders with the built-in Sprites/Default shader and does not need URP. It also runs in a URP project; the package itself is developed in one.

Does it work with the new Input System?

Yes. All input goes through the RpgInput wrapper, so the asset runs with Active Input Handling set to Input Manager (Old), Input System Package (New) or Both. See Input.

Does it work with Enter Play Mode Options and no domain reload?

Yes, since 1.6.1. Values left over from the previous play session are reset when play mode starts.

Is there an event or dialogue system?

No. The package has the map editor, the character and AI framework, teleporters and pathfinding, but no event, dialogue or cutscene system.

Can I use it in the same project as Super Tilemap Editor?

Yes, with one catch on the order you import them. See Super Tilemap Editor in the same project.