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Tileset Brush Properties

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

Home | Tilesets | Tileset Brushes

Tileset brushes have special properties which allow you to attach game objects and define whether they are procedural.

Procedural

Tileset brushes will typically inherit the procedural property of their tilesets. This property allows you to mark brushes as procedural or non-procedural on a per brush basis.

This is useful for scenarios where the majority of a tileset is to be used procedurally with the exception of certain select tiles. It is also possible to create both a procedural and non-procedural brush for the same tile.

Inherit : Use to inherit value of Default Procedural Setting property from tileset.

Yes : Mark as procedural.

No : Mark as non-procedural.

When this property is changed any tiles previously painted using this brush must be refreshed before changes become apparent. Additional mesh assets will be generated when needed for non-procedural brushes.

See Procedural and Non-Procedural Tiles for further information.

Attach Prefab

Additional game objects can be attached to painted tiles by specifying a prefab to attach. This allows you to add components and scripts to each painted tile.

Add Collider

When selected, box colliders are automatically added to each painted tile. Avoid adding colliders unless absolutely necessary because exessive numbers of colliders will incur greater overhead.

This property is only able to add box colliders to tiles. Other types of colliders can be specified by attaching a prefab instead.


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Related Topics:

  • Common Brush Properties
    Some properties are common between brush types which are located at top of brush designer interface.

  • Extended Properties
    Some extended properties are common between brush types (like group number and flags) whilst other specialized properties are specific to certain brush types.

Source: topics/Tileset-Brush-Properties.md

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