Comments (6)
We will look into the differences between the two brushes, thanks!
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Tint Brush seems to work, but here are some details on how to use it:
- Tint Brush paints colors on existing Tiles in the Tilemap, but does not add or remove Tiles from the Tilemap. Paint will change the color of a Tile while Erase will change the color of a Tile to white. Tint Brush (Smooth) works the same way, except it writes the color to a separate component.
- Tint Brush can only change the color of a Tile which does not have TileFlags.LockColor set. This can be set on a Tile through the Tile Asset debug inspector.
I have added an example scene in https://github.com/Unity-Technologies/2d-techdemos with tiles whose color has been changed with the Tint Brush.
from 2d-extras.
Hi, I was having the same issue as raveneer, I had already tried disabling TileFlags.LockColor but it didn't appear to make a difference in my project at least.
@ChuanXin-Unity Thanks for adding this tint brush example scene, but it appears to be empty to me. In fact, even the brick scene doesn't have any tiles in it, but it did previously. Am I doing something wrong here?
from 2d-extras.
Sorry for the inconvenience, I have missed out some files when committing the Tint Brush example. Thanks!
I have updated the project, please do see if it helps?
from 2d-extras.
Hi ChuanXin,
I'm using 2017.3.0p2, the Tint Brush on the demo is not working, and I have no idea how to create on since I can't see "Tint Brush" in "Asset/Create".
BTW how to use "Tint Brush Smooth" as well?
Thank you!
from 2d-extras.
@fenixn0909 I don't know if youre still trying to use this but I'll leave a comment for those looking it up later. Tint Brush Smooth and Tint Brush are automatically created into your palette once you have imported the proper scripts. Make sure you grab all the scripts. Once you do, create a material, assign the tint shader to it, and use that material in your tilemap renderer. Now you can use Tint Brush Smooth to paint on that tilemap (I still can't get Tint Brush to work).
Another warning/question for @ChuanXin-Unity . After I had set everything up I had an issue with the tint texture resetting everytime I returned to the scene. I looked through the TintTextureGenerator and found that a flag was turned on to not save the texture:
m_TintTexture.hideFlags = HideFlags.HideAndDontSave;
I commented out this line and it seems to save and work fine now. Any specific reason that flag was set on? Was I doing something wrong?
from 2d-extras.
Related Issues (20)
- Prefab brush is not showing or working both are error HOT 1
- Error message after install, package not loaded HOT 1
- GridInformationKey should implemented IEquatable<GridInformationKey> and override GetHashCode() to avoid GC alloc HOT 1
- 2D Game Kit errors HOT 5
- unity 2021 package missing files HOT 1
- GridInformation.cs error : The name 'HashCode' does not exist in the current context HOT 6
- Editor Warning On Creation: No script asset for RuleTile. HOT 4
- GameObject Brush paint incorrect position when Cell.Position.y < 0 HOT 2
- New transform of rule tile: rotate and mirror HOT 6
- 2021.1.22f1 HashCode Error HOT 2
- NullReferenceException when using Tile Palette HOT 3
- Gameobject-Tiles and Tile Palette Preview HOT 1
- Mixing Tiles HOT 3
- I have an error. HOT 1
- Error deleting RuleTile with GameObject during physics callback HOT 2
- RuleTile with sibling layer tilemaps? z-axis siblings? HOT 1
- PopulateRuleOverideTileWizard can't work right HOT 8
- Animated Tile Expansion
- Tilemap renderer cannot be refreshed after deletion HOT 2
- Request Special Rule Tile
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