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ST2U_TileProperties

This Unity project demonstrates how to get at custom properties for a given tile at runtime using SuperTiled2Unity.

Dragon Warrior Example

The project has Erdrick of Dragon Quest fame walking on top of a Tilemap. Every frame he checks what "kind" of tile he is over and updates the in-game UI with a custom property value that describes that tile.

Tiled Custom Properties

Generally, you will need the following data or objects when retrieving data from a tile.

  1. A Unity Tilemap instance.
  2. A Vector3Int representing the location on the Tilemap you are interested in. You can use the Tilemap.WorldToCell to transform a Vector3 in world-space to a cell on your tilemap.
  3. A SuperTiled2Unity.SuperTile instance. Use Tilemap.GetTile to a TileBase instance and cast it to a SuperTile.
  4. Call an extension method on the SuperTile to get the value of a property you want. For example, SuperTile.GetPropertyValueAsString(). There are versions of that method that can get custom property values as a string, float, bool, enum, and Color.

In this project, the PlayerTerrain class has the code example that should serve as a guide.

var tilemap = GameObject.FindGameObjectWithTag("TerrainMap").GetComponent<Tilemap>();
var worldPosition = gameObject.transform.position + (Vector3)m_Offset;
var cellPosition = tilemap.WorldToCell(worldPosition);

// Get the tile at the given cell position
if (tilemap.GetTile(cellPosition) is SuperTile tile)
{
    // Report to our UI which tile we're standing on
    var text = GameObject.FindGameObjectWithTag("TileTypeText").GetComponent<TextMeshProUGUI>();
    text.text = tile.GetPropertyValueAsString("terrain-type", "unknown");
}

Thanks and good luck with your game.

Sean Barton

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SuperTiled2Unity Example of Retrieving Custom Properties from Tiles

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