Testing object to object automatic z layering in Tile Map Accelerator. The system partitions the map into various regions and stores objects in region based arrays that can then be accessed by other objects. The shader based layers are spaced out to allow same size "slots" of z axis positions, which non tile map objects then use to correctly be in front / behind other objects.

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Simple demonstration of automatic z axis layering using Tile Map Accelerator, the tile map rendering shader Unity asset. Layering works by checking the various tile map layers to see if any non transparent tiles are currently "above" the player. You can see this happen by looking at the Z position parameter at the top right of the screen. This system should work as is, which currently only checks the "center" neighbor, but will benefit from checking the full neighborhood, especially for larger objects that must use the automatic layering system such as large enemies, npcs, critters, movable objects, etc.

The very basic 8 directional character sprite sheet is animated based on keyboard input and the various lines of numbers, representing the correct animation frames to use and in what sequence. This system meshes with the native sprite sheet editor / splitter, where the numbers represent which "sub sprite" should be used.

Quick test of multi layer templates being applied to simplex noise maps. There is a total of 3 templates selected. Tile Template should benefit from the "Random Tile Group" feature of my dungeon generator to add a degree of randomness to templates.

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Quickly showing off a simple multi layer tile map, using transparency to allow the player walking "behind" things in an otherwise 2D world.

The system works similarly to any other tile map layering system, using the Z position of the mesh relative to camera to create multiple different layers.

Quick update video for TMA, the texture bombing unity asset capable of rendering gigantic tile maps with 1000+ FPS performance.

Get it now at a reduced price before the update drops!

Showing off the "Auto Chunking" feature, allowing for faster edit baking thanks to a reduced texture size sent to the shader. This feature will be added in version 1.1 of the asset. Chunk amount is customizable to handle different map sizes or use cases.

In this video, the map size is 2048x2048 and chunk amount is 8x8, which means each chunk is 256x256 tiles in size. At this size, the framerate only drops to 500 for a few frames during update baking on a single chunk, more than enough for most games that constantly require live edits to be baked.

Also, the plane mesh used to render the tile map has been replaced by a quad, saving some verts / tris. You can observe the triangle count changing as the camera is zooming in and out over the map.

Testing map wide animations for Tile Map Accelerator.

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In this demo, the "long grass" tile type has been animated using two extra frames of animation stored in the tile set and by using an alternating "back and forth" style animation loop the total animation length is 4 frames, running at 7 fps.

The main tile map mesh is duplicated for each frame and those frames are then toggled as fast as the animation framerate demands it. Implemented using [PerRenderData] with MaterialPropertyBlock to allow for the active layer changes to be set using a single SetTexture call while each frame has it's own custom tile set. This custom tile set is just the regular tile set with some regular tile type sprites switched for the next frame of the animation for a particular type.

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Introducing Tile Map Accelerator, a shader capable of smoothly rendering gigantic tile maps.

This is my latest Unity Asset, which includes not only the tile map renderer but also a whole set of utilities to deliver features such as tile map mouse interaction, collision detection and even runtime edits of the tile map.

Simple procedural bookshelf filling using my latest Unity3D asset : Procedural Area Spawner. This video takes place within another project of mine : Procedural Dungeon Toolkit.

Check out both projects on my publisher page!

Yep, it works for ropes too!

A quick test of the custom FPS controller script that will be included with the upcoming 1.30 update to Procedural Dungeon Toolkit, as a replacement for the Standard Assets' FPS controller. This custom controller allows for crouching and leaning with wall detection as well as ladder climbing, which is shown off in this video.

Get the asset here :

Get the asset here :

A small "stress" test of the Procedural Dungeon Toolkit Multiplayer scripts. Showing off a bit of the lobby features like changing player name and the chat box, as well as the game start process. Each spawn tile can currently handle up to 4 players by giving each player an offset from the center of that tile.

I would test it with more clients but due to a lack of available hardware, I'd say 4 players is a good start for a first release of this multiplayer addon for the generator. User feedback should also help a lot to debug load related issues.

Just testing the implementation of multiplayer interactive objects to my Procedural Dungeon Toolkit asset. Seems to work pretty good!

For more information :

Get Procedural Dungeon Toolkit :

Quickly testing some multiplayer procedural dungeons! Dungeons are generated locally by sharing the used seed. Currently only syncing the player positions, but not interactive objects like levers and doors, which causes inconsistencies between multiplayer worlds. Working using pure udp and tcp sockets to establish connections between clients, instead of the Unity Networking LLAPI.

Get Procedural Dungeon Toolkit on the Unity Asset Store :

Wanna learn more? Come say hi on the forum thread!

Latest Demo :

Asset Store :

Forum Thread :

Usage Manual ( v1.27 ) :

Random Tile Groups have recently been added to my Procedural Dungeon Toolkit Unity asset.

The Random Tile Group feature allows users to add a layer of randomization on top of their hand made room templates. While typical room template files are simply used to randomly "stamp" the room layouts onto procedural maps, using Random Tile Groups on a room template allows further edits to this layouts to randomly spawn based on random chance and other deterministic parameters.

In this video, the feature is used to turn an otherwise empty 7x7x2 room into a room that can randomly feature one or two mezzanines on either side. To accomplish this, each "balcony" uses two tile groups. The first group adds the actual mezzanine objects while the second group adds the stairs needed to reach the raised area. The chance of a tile group spawning can be controlled using a single float value from 0 to 1.

Tile Groups can be set to use one of two RNG roll mode : LINKED or UNLINKED. Linked groups execute a single RNG roll for the whole group, meaning the pattern will either spawn entirely or not at all. Unlinked groups, on the other hand, allow each tile in the group to execute it's own RNG roll, creating a more messy random layout. This can be seen in the last part of the video.

Since the mezzanine uses two tile groups, it is important to make sure both of them spawn at the same time. For this purpose, the SHARED ROLL toggle will allow a tile group to share the result of another group's RNG roll instead of having it's own roll.

This feature will be part of the 1.28 update to Procedural Dungeon Toolkit, which should come out very soon. Please leave me a..

Showing off the new low poly dungeon demo from my procedural dungeon generator Unity3D asset Procedural Dungeon Toolkit. Wanna try it out for yourself? Here is a demo build!

Here are the keys used to play this demo:

WASD - Move
F - Interact ( Open door, pick up item, toggle lever or lamp )
L - Toggle Lamp ( Consumes Oil when On )
H - Toggle HUD
M - Toggle Map
G - Generate new map

This low poly dungeon crawler tech demo is fully randomly generated thanks to the Procedural Dungeon Toolkit asset. Get it now at the link below!

Showing off a new optimization method featured in the v1.27 update to my procedural dungeon generator asset Procedural Dungeon Toolkit.

Tile Map Based Optimization is a new way of optimizing the amount of objects to render within scenes that makes use of the data on the tile map to perform a simple "flood fill" loop that finds which tiles are currently accessible by the player within a set distance. The algorithm only loads the object contained within those tiles while simultaneously avoiding to load object filled rooms until the player is close enough to the entrance of that room.

This is all in all a quick yet very effective way to allow otherwise huge and impossible to load maps to still deliver a smooth gameplay experience.

Procedural Dungeon Toolkit Asset Store Page :

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Showing off the updated model editor workflow and the new Generation Requirements feature from the upcoming 1.26 update to my dungeon generator Unity asset Procedural Dungeon Toolkit.

Generation Requirements allow users to set rules that the generator will attempt to follow when creating procedural layouts. This video aims at showing off how increasingly strict requirements can cause the generator to take longer to find a layout that matches those requirements.

The updated model editor workflow includes a way for users to quickly open a room model from the premade model list into the model editor, and also features a new button to quickly update an existing model file already imported within the GUI without having to reload a the file.

Get Procedural Dungeon Toolkit on the Asset Store :

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Created 1 year, 2 months ago.

17 videos

CategoryScience & Technology

I program by day, game by night and spawn fresh memes whenever possible.