Characteristics

  • The user interface is so simple that it becomes an essential tool for designers and artists, as well as for programmers.
  • The UI is proposed through parameters exposed in a single “scriptable object”, an approach that makes it much easier to save the generated maps, largely avoiding touching parts of the “asset” that could break its functionality.
  • Proposes in an integrated way solutions for the generation of the map, the integration of the art in the map created by means of an interface for assigning materials and the population of the map with "props" (trees, houses, stones, platforms, etc.) through two types of "spawners". All these systems working together allow you to automate the creation of complex maps populated in a pre-established way with the push of a button.
  • The two types of "spawners" act on the two main types of zones on any map, the free zones of the map and the surface "colliders" (differentiating in this case three types of zones: floor, ceiling and other zones). In all cases there are parameters to customize the "spawners" (include or not "collider", complexity of the "collider", scale, "sprites", density, etc).
  • After a first phase of generation and population with "props" of the generated map, after reaching a result close to the one sought, "2D MAPS GENERATOR" allows you to enter a second phase "EDIT MODE" in which the user's control over the the final map will be complete as the vertices of the surface of the generated map can be modified in the editor in real time through a simple and intuitive user interface.• In the process of "playing" with the parameters of the UI to generate the map or to edit it later in the editor, the effects of the variations that the user is making are shown in real time, greatly facilitating the achivement of a desired result.
  • Easy to use UI. No programming required.
  • All source code is included.
  • “MAPS GENERATOR 2D” is lightweight and optimized for performance.
  • The package works with all processing pipelines (embedded, URP, SRP, HDRP, custom RP). It is not a graphics package. You will only need to convert materials to your SRP if you are not using the built-in SRP.

ONLY THREE MATERIALS MAKE THE DIFFERENCE

"2D MAPS GENERATOR" is the perfect partner for an "asset" with high quality materials. Our approach of integrating most of the map art through the three-material mapping allows you to generate as many maps as you want in a matter of minutes with an impressive “look” and maximum customization.


THE PLUS OF VISUAL QUALITY USING “SPRITE SHEETS”

With an impressive starting point and the only effort on the part of the user to assign three materials and "play" with the configuration parameters exposed in the UI of "2D MAPS GENERATOR" until reaching a map that likes, we move on to the phase of populate the map with "props" through lists of the two types of "spawners" that we propose. The two types differ in the part of the map where they operate, but share the following design philosophies:      

  • In the UI of the “spawners”, "sprite" is the type of asset that will be assigned, as it is the easiest way to integrate art "assets" that personalize the visual appearance of the map. For example, with a single "SPRITE SHEET" of trees or houses I can assign, after going through the Unity sprite editor, a lot of individual sprites in a matter of seconds. Our "asset" is already in charge of creating the GOs and instantiating them with the required components.
  •  The configuration parameters of the "spawners" that we expose in the UI are the "sprites" themselves, their scale, a parameter that defines the density called "radius" in "free cell spawners" and "spawn density" in "collider spawners" (it affects the number of instances created and in both cases when you reduce the value, the number of GO created increases), an offset in the case of "collider spawners", if it is instantiated with or without a "collider" and if the collider is a "Box" Collider2D” or a “PolygonCollider2D”.   
  •  We allow to individually create and parameterize lists of "spawners" and not a single "spawner" of each type because, in this way, we can use "Sprite Sheets" with incompatible scales (the stones in one "Sprite Sheet" are larger than the buildings in another "Sprite Sheet"), adjusting the scale later in each "spawner" or differentiate the instantiation density of some types of "sprites" with respect to others (for example if you instantiate flowers and houses, it is normal for the density of flowers to be much higher than that of houses). This approach triggers the potential for aesthetic customization of the maps to a very high level.

 

FREE CELL SPAWNERS

"Sapwner" in charge of creating new "GO" in map coordinates that are free, such as platforms that allow reaching areas of the map that are otherwise unreachable.

COLLIDER SPAWNERS

"Spawner" in charge of creating new "GO" along the surfaces of the map differentiating floor, ceiling and other surfaces.