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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:

  • Background has a Parallax Factor of 0.8, so it scrolls slower than the rest when the camera moves. See Renderer.
  • Sky sits behind everything, with Order In Layer set to -1.
  • Ground is the only layer with colliders. Its Collider Type: is 2D, using edge colliders. See Colliders.
  • Foreground draws 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.

Pixel Platform demo scene with the Tilemaps overlay showing the four layers

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 Ground tilemap 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 score that CoinBrush carries, read with TilemapUtils.GetTileParameter from the cell the character overlaps. Give any tile or brush an int score parameter 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 C to switch Ground to polygon colliders merged by a Composite 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.

Pixel Platform level at night under URP 2D lights

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.tmx and desert.tsx are the Tiled map and tileset.
  • desertTileset.asset and desertAtlas.png were created from the .tmx file with Assets > Create > Super Tilemap Editor > Tiled > Tileset (from TMX File).
  • The scene holds the tilemap group desert with one tilemap, Ground, created with the tileset's Import TMX into the Scene button.

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.