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Runtime Scripting

Lea Hayes edited this page Oct 3, 2017 · 2 revisions

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The runtime API allows you to access, paint and erase tiles at runtime using brushes. This can be useful when developing custom tile-based character controllers, level designers, etc.

Here are some of the capabilities of the runtime API:

  • Paint and erase tiles using brushes.

  • Calculate tile index using ray tracing.

  • Find tile nearest given world position.

  • Access tile data by row and column indices.

  • Use tile data to assist with game logic (orientation, variation index, flags).

  • Postpone and control generation of procedural meshes.

For further information please take a look at the API reference.


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Child Topics:

  • Consequences of Stripping
    Certain runtime functionality becomes unavailable when stripping is applied to a tile system. The level of capabilities lost depends upon the level of stripping that has been applied.

  • Creating a Tile System Dynamically
    Tile systems can be created and used at runtime. This section demonstrates how to implement this.

  • Painting at Runtime
    The runtime API makes it easy to paint and erase tiles at runtime by reusing the brushes that you have already defined.

  • Accessing Tiles
    Each non-empty tile is represented by a data object which describes its state and references the attached game object when applicable. Tiles can be accessed via the tile system component or on a per-chunk basis.

Source: topics/Runtime-Scripting.md

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