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Troubleshooting

Find your symptom below. Each entry gives the causes in the order worth checking. For questions about how to do something, see the FAQ.

Several of these problems were fixed in 1.6.1. The version you have installed is in the bottom right corner of the welcome window (Tools > RpgMapEditor > Welcome) and on the first line of Assets/CreativeSpore/RpgMapEditor/changelog.txt.

The map inspector shows no tabs

The Settings, Paint and Data tabs only appear once the map has everything it needs. The inspector says what is missing:

  • This map needs two assets before you can paint. Assign a Tileset and a Map Data asset. Use Demo Tileset fills the first with the sample tileset, and Create... next to Map Data saves a new empty map. See Getting Started.
  • The tileset has no atlas yet. The tileset exists but has no texture to paint from. Press Select Tileset, then Generate Atlas of ... in the tileset's inspector, then Edit Tileset... to add your sheets. See Tilesets.
  • The map has not loaded yet. It normally loads by itself in a moment. If the message stays, press Load Map.

The tile palette is blank

On displays running above 100% scaling, the palette in the map inspector showed as an empty grey area in 1.6.0 and earlier. 1.6.1 fixed it. Update the asset.

If you are on 1.6.1 and the palette says This tileset has no sub tilesets yet, the tileset has an atlas but nothing in it. Open the tileset window with Edit Tileset... and add a sheet to a free slot.

Painting does nothing

  1. Edit is off. Open the Paint tab and press Edit. The RPG Map Editor overlay in the Scene view says Press Edit in the Paint tab to paint. until you do.
  2. The map is not selected. The Scene view only takes paint input while the map object is selected.
  3. The layer is hidden. The brush does not paint on a layer whose visibility box is cleared in the Map Layers list.
  4. The layer type does not take tiles. Layers of type Objects or Fog Of War are skipped by the brush. Select a Ground or Overlay layer. See Layers.
  5. The tile went to another layer. With Smart Brush on, which is the default, a tile with the overlay collision type goes to the first Overlay layer above the selected one, and a tile with transparent pixels to the layer above. Holding Shift also paints one layer up. Clear Smart Brush to paint only on the selected layer. See Which layer a tile goes into.

What I painted was lost

  1. You are on 1.6.0 or older. Tiles painted but not committed were lost when scripts recompiled. Since 1.6.1 they are saved into the Map Data asset before a recompile, before the scene closes and before play mode starts.
  2. You saved the scene but not the map. Tiles live in the Map Data asset, not in the scene file. Press Commit in the Paint tab. It shows Uncommitted changes while there is something to write.
  3. You painted in play mode. Changes made while playing are dropped when you stop, unless Save Changes After Playing is on. See the next entry.

The map changes after I stop playing

The map has Save Changes After Playing on, on the Settings tab. It writes every tile changed during play back into the Map Data asset when play mode stops or another scene loads. That includes fog of war uncovered by characters. The write cannot be undone, and every scene that uses the same Map Data asset changes with it. The inspector shows a warning while the option is on.

In 1.6.0 and earlier this option wrote the map back even when nothing had been painted, so fog uncovered while playing stayed uncovered for good. 1.6.1 writes only when a tile changed during play, and new maps have the option off.

If you did not mean to use it, clear the box. To get a map back, restore its Map Data asset from version control or a backup.

The in-game map editor shows in my build

Show Map Editor On Play is on for that map. It controls the Auto Tile Map Gui component, which runs in player builds as well as in the editor. Clear it on every map before you build. See In-Game Map Editor.

Nothing shows in the Game view

  1. The camera is looking elsewhere. A map starts at its object's position and grows right and down, since rows count downwards. Move the camera over that area. Start Painting does this for you when the Main Camera is orthographic.
  2. The in-game editor finds the wrong tile under the mouse. Set View Camera on the Settings tab. When it is empty, the in-game editor uses the Main Camera and logs AutoTileMap has no ViewCamera set. Camera.main will be set as ViewCamera.

The demo scene list or a door does not change scene

In the editor, the scene list at the top of the Game view and the door teleporters in the demos load the demo scenes directly. A player build still needs the demos in Build Settings: the scene list logs DemoGUI: scene '...' cannot be loaded and names the folder to add.

Click Add Demos to Build Settings in the welcome window. It adds all five demo scenes and leaves the rest of your list alone.

In 1.6.0 and earlier the scene list could not switch scenes at all without Build Settings, the doors needed it even in the editor, and pressing Play in the pathfinding demo jumped to the first demo. 1.6.1 fixed all three.

Compile errors after importing

The type or namespace name 'InputSystem' does not exist

The errors point at RpgInput.cs. Your project's Active Input Handling (Edit > Project Settings > Player) is set to Input System Package (New), but the Input System package is not installed. The setting decides which code compiles, not the package, so one missing package stops every runtime script in the project from compiling.

Install Input System from Window > Package Manager, or set Active Input Handling to Input Manager (Old) or Both.

Errors in the editor scripts without the 2D Sprite package

In 1.6.0 and earlier, a project without the 2D Sprite package could not compile the asset's editor scripts at all. 1.6.1 fixed it. Now only the Directional Animation Controller inspector needs the package, and it shows a warning with an Install 2D Sprite package button when it is missing. Without it, sheets dropped there are not sliced.

A script is missing after updating

1.6.1 removed the legacy character animation kit, CharAnimationController and its window. A character that still had that component shows a missing script. Replace it with DirectionalAnimation. See Directional Animation.

Super Tilemap Editor in the same project

Both assets are by Creative Spore, and in versions before 1.6.1 two pathfinding scripts shared file ids with Super Tilemap Editor. Importing one wrote its code over the other.

  • Super Tilemap Editor imported after RPG Map Editor 1.6.0 or older: RPG Map Editor stopped compiling. Update to 1.6.1, which moved its pathfinding code to RpgPathFinding.cs and RpgMapPathFinding.cs.
  • RPG Map Editor imported into a project that already has Super Tilemap Editor: RPG Map Editor still ships PathFinding.cs and MapPathFinding.cs as empty files with those shared ids, so the import empties Super Tilemap Editor's two scripts of the same name. Super Tilemap Editor then fails to compile. Import Super Tilemap Editor again from the Package Manager after RPG Map Editor, and its two files come back.

Do not delete the two empty files. An update would then declare the pathfinding classes twice.

Warning: axis '...' is not supported with the Input System package

This appears once per axis name when a script reads an axis through RpgInput.GetAxis in a project that uses the Input System package. Only Horizontal, Vertical and Mouse ScrollWheel are mapped there, to the arrow keys, W A S D and the mouse wheel. Any other axis reads 0. Read it through the Input System directly, or use Active Input Handling Both, which uses the old Input Manager and your configured axes. See Input.

Errors or odd behaviour with Enter Play Mode Options

With Enter Play Mode Options set to skip the domain reload, 1.6.0 and earlier kept values from the previous play session, and teleporters could stop working in the next one. 1.6.1 resets them when play mode starts. Update the asset.

Buttons in other windows do not respond while painting

In 1.6.0 and earlier, painting took the mouse from windows floating over the Scene view, such as the New Scene window, so their buttons reacted to the click but did nothing. The editor also redrew the inspector and the Scene view nonstop while the Paint tab was open. 1.6.1 fixed both.