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Tiles visually rearrange incorrectly if you make any changes to the model prefab, and then change the level through LDtk #61

@Trey3mtz

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@Trey3mtz

Amazing tool, and amazing work so far. It's incredible what you've done so far.

But unfortunately, it does not seem to play nice when it comes to implementing more customization to stuff like the int grid or changing properties of some of the colliders.

As an example, I wanted to add a PlatformEffector2D to an int grid I made for platform tiles. I found no way to do this in the asset it generated for me, so I changed the model prefab in the scene directly. I went to the gameobject in charge of it's composite collider for my platforms, added the Effector, and set it's composite collider's property of UsedByEffector to true.

So far, so good. It works. But the tool does not let you save the model prefab changes.

The trouble starts here, if you happen to open the level through LDtk and add or make changes through LDtk.
Here is an image of after making changes to the model prefab:

Image

Here is an imagine after adding only one tile through LDtk afterwards:

Image

This is a very consistent bug, and it's easily reverted by pressing "revert all" on the model prefab's gameobject.
It would be a godsend if you are able to make more adjustments/customizations to the model prefab through Unity..

The only workaround I can imagine is attaching a prefab gameobject to the int grid's generated asset, and in script move up to the parent where it resides, and changing it at runtime. But then that would have as many instances of that script as there are tiles for that int grid, so that's also going to need some more work around.


Unity 6 Version (6000.0.38f1)
LDtk Version (1.5.3)

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