Sample Scenes¶
The asset ships five demo scenes in the SuperTilemapEditor - Extra folder. Each one is a finished map you can open, select and paint on, so they are a quick way to see a feature working before you set it up yourself.
Where they are¶
All paths are under Assets/CreativeSpore/SuperTilemapEditor - Extra/.
| Scene | Path | Shows |
|---|---|---|
| Pixel Platform | Tileset - Samples/Kenneys - Pixel Platform/PixelPlatformDemo.unity |
Layers, parallax, 2D colliders, animated and random brushes, tile prefabs |
| Pixel Platform, URP lit | Tileset - Samples/Kenneys - Pixel Platform/PixelPlatformDemo - URP Lit.unity |
The same level lit by URP 2D lights. Needs URP |
| Rogue Like | Tileset - Samples/Kenneys - Rogue Like/RoguelikeDemo.unity |
Autotiling brushes, a map generated from code, 3D colliders, pathfinding |
| Tiled import | Tileset - Samples/Tiled - Tmx Import/desert.unity |
A map imported from a Tiled .tmx file |
| Pyxel Edit import | Importers/Pyxel Edit/Extra - PyxelEdit/PyxelEdit - Demo Scene.unity |
A map imported from a Pyxel Edit export |
The art in the two Kenneys folders comes from Kenney's free asset packs. The desert art has its own license.txt in its folder.
Pixel Platform¶
A side view platformer level built as a tilemap group called Tilemaps with four layers:
Backgroundhas aParallax Factorof 0.8, so it scrolls slower than the rest when the camera moves. See Renderer.Skysits behind everything, withOrder In Layerset to -1.Groundis the only layer with colliders. ItsCollider Type:is2D, using edge colliders. See Colliders.Foregrounddraws in front of the ground.
Select Tilemaps and the Tilemaps overlay lists the four layers in the scene view. Press the keypad + and - keys to step through them.
The tileset, PixelPlatformTileset, carries most of the brush types you would use in a platformer. The Brushes folder holds animated brushes for coins, torches, bats, bees and slimes, and two random brushes. Two tiles in the tileset have prefabs attached: Key and Spikes. Painting one of those tiles spawns the prefab in its cell. See Tile Prefabs and Built-in Brushes.
![]()
Playing the level¶
Enter Play mode to run through it with the Player character. The arrow keys or A and D run, and Space, W or the up arrow jump; let go early for a shorter jump. A gamepad works too, with the left stick or the d-pad and the bottom face button. It works whichever input handling the project uses.
- The key lies in the cave. Touch it to pick it up, then touch the yellow lock blocks: they are erased from the
Groundtilemap and its colliders rebuild, so the way opens. - Touch a coin to collect it. The score in the top left corner adds up a parameter called
scorethatCoinBrushcarries, read withTilemapUtils.GetTileParameterfrom the cell the character overlaps. Give any tile or brush an intscoreparameter in Tile Properties and it becomes collectable too. - Spikes and the water send you back to the start. The spikes are found by reading the tile under the character's feet from the tilemap, not by a collider.
- The text in the top left corner counts every moment the character loses the ground while running on flat ground. Run over a chunk border, at x = 0 or x = 12.6, to see it go up. Press
Cto switchGroundto polygon colliders merged by aComposite Collider 2D, and the count stays at zero. Colliders explains why.
The three scripts are in the demo's Scripts folder and are short enough to read in one go. PlatformerCharacter moves the character and reads tiles and their parameters, PlatformerCamera follows it inside the map's bounds, and CompositeColliderToggle adds and removes the composite. The spike and lock fields on PlatformerCharacter show their tile and open the tile picker when you click it.
Pixel Platform, URP lit¶
The Pixel Platform level at night, saved next to the original as PixelPlatformDemo - URP Lit.unity. Every layer uses URP's Sprite-Lit-Default material. The Lights object holds a Global Light 2D that tints the whole level blue, plus point lights for the cave torches, the two lit windows, the ponds and the moon. Background keeps its parallax, so the scene also shows parallax working under URP.
It needs URP with the 2D Renderer. In a project on the Built-in render pipeline the lights come up as missing scripts and the tilemaps have no material, so open the original demo there instead.
The Key and Spikes prefabs are shared with the original demo and keep the unlit Sprites-Default material, which is why they stay bright at night.
![]()
Rogue Like¶
A top down map on a tilemap group called Tilemaps with two layers, Ground and Ground Overlay. Ground has Collider Type: set to 3D.
The Brushes folder is where to look for autotiling. It has eleven carpet brushes, three road brushes, eight random brushes and an animated brush. Paint with a carpet brush over an area and watch the edges and inner corners pick themselves. See Built-in Brushes.
The Tilemaps object also carries a RogueLikeMapGenerator component. Click Generate Map in its inspector to fill a 180 by 180 map from Perlin noise: water, grass, flowers and mountains, mostly painted through brushes by brush id. In Play mode the same button appears in the top left corner of the Game view. The source, RogueLikeMapGenerator.cs, is a short example of writing tiles from code with SetTileData and then calling UpdateMesh. See Tile Data.
The PathfindingBehaviour object shows the A* pathfinding. Enter Play mode and click anywhere on the map. The object computes a path around the tiles that have colliders and walks it. Turn on Gizmos in the Game view to see the path it chose. See Pathfinding.
Tiled import¶
The result of importing desert.tmx, a sample map from the Tiled editor. The folder keeps the source files next to what the importer made from them:
desert.tmxanddesert.tsxare the Tiled map and tileset.desertTileset.assetanddesertAtlas.pngwere created from the.tmxfile withAssets > Create > Super Tilemap Editor > Tiled > Tileset (from TMX File).- The scene holds the tilemap group
desertwith one tilemap,Ground, created with the tileset'sImport TMX into the Scenebutton.
To repeat the import yourself, follow Tiled (TMX) with these files.
Pyxel Edit import¶
The result of importing a Pyxel Edit export. The folder holds the exported JJ.Menu-background.json and JJ.Menu-background.png, and the tileset made from them.
The scene has a tilemap group Level with one tilemap, Layer 0. The PyxelEdit component on Level holds the settings the import used, with the JSON file in Tilemap JSON. Its Generate PyxelEdit Tilemap button runs the import again. See Pyxel Edit.