SpriteTile is a dynamic tile system that's built on and works seamlessly with Unity's built-in sprite system, and is great for many types of 2D games, from roguelikes to platformers to top-down RPGs to scrolling shoot-em-ups and more! Get SpriteTile now Version 3.2.1 now available! (Changelog) Works with Unity 5.2.2 and later, including Unity 2017 and Unity 2018. You'll get an update notice if you bought an older version and have subscribed to update notifications.
- Super-efficient tile format means you can have vast levels with no slow-down, and little memory usage. Levels load and save instantly.
- Fast and efficient pooling system; custom editor can preview in the Unity scene view.
- Comprehensive tile-based lighting system with shadow and radiosity effects.
- Use sprite batching and sprite atlases to reduce draw calls, potentially as low as 1.
- Go beyond the grid! Tiles can be rotated to any arbitrary angle, can be any size, can be flipped on the X and Y axes, and can be anchored to any point.
- Set the drawing order for each tile to control how tiles overlap, in those cases where they cover other tiles.
- Place GameObject prefabs directly in the map.
- Includes easy animation functions.
- Unlimited layers make parallax scrolling simple, and layers can be locked on the X or Y axis (or both). This is all done with a single camera, no complex setup required.
- Non-square tile support.
- Full scripting interface with nearly 100 functions for dynamically changing levels at runtime, or even build them from scratch procedurally.
- Collision shapes can be created from tiles automatically for use with physics, or they can be manually edited.
- Multiple tile sets for easy organization.
- Manage tile groups easily, to quickly build levels. Save them and copy and paste at runtime through code.
- Use random groups to quickly add variety.
- Use terrain groups to effortlessly build things like paths, cliffs, walls, and so on.
- Supports multiple cameras, and camera rotation.
- Import .tmx maps from the Tiled editor.
- Works well on mobile devices.
- Works with any language in Unity.
- Source code included.
Build organic levels by using rotated and overlapping tiles of different sizes and shapes.
Make isometric graphics using overlapping tiles and the ability to control drawing order for each tile.
Create levels procedually using a wide array of functions.
Since tiles don't have to be confined to grid squares, you can create organic levels by rotating and positioning oversized tiles as desired. The drawing order for each tile can be individually controlled, so overlapping tiles can be drawn correctly. This also allows effects like isometric graphics.
Each level can have any number of layers, which can be turned on and off as desired. With a perspective camera, multiple layers also allow for parallax scrolling. Levels are made with an efficient tile format, and the pooling system limits the number of objects to the minimum required, so you can have huge levels with no slowdown or memory problems. (Check out the “one million tiles” demo.)
A complete custom TileEditor is provided, so you can quickly create levels from your sprites. Both single and multiple sprite modes are supported, so if you have existing sprite sets you can load them all instantly. Tiles can be arranged in sets for easy organization, and you can create and save custom groups that help build complex levels. You can preview part or all of your level in the Unity scene view at any time.
A full scripting interface is also available, so you can create levels entirely from code, or manipulate levels you created in the TileEditor. Set tiles, colliders, order-in-layer, and rotation for any location, easily and efficiently. You can change one tile, or entire groups of tiles at once. Use a rich variety of functions to set materials, move layers around, and more. (See the “multi agents” demo for an example of dynamic SpriteTile functions in action.)
SpriteTile comes with full illustrated documentation, including a reference guide to all functions. Read the documentation online here (PDF) and the reference guide here (PDF). A quick start guide is also included so you can get going right away.
See demos for tile-based lighting, tile properties, and endless scrolling.
What are some advantages of SpriteTile over mesh-based tile solutions?
- Much less memory used, so you can have extremely large levels even on mobile devices.
- The drawing order of every tile can be controlled individually, so sprites can appear over or under any tile.
- Different tiles can have different materials. For example, use an opaque shader on tiles with no alpha, to save on fill rate.
- Changing tiles at runtime is faster, since rebuilding meshes is unnecessary.
If you're doing development for SpriteTile and want to create SpriteTile level files outside of Unity, the file format specifications can be found here.
SpriteTile requires Unity 5.2.2 or later, and works with Unity 2017 and Unity 2018. Several licenses are available to suit your needs, starting at US$29.90. Source code is included, works on all platforms including mobile.
If you have any questions or comments, you can use one of these methods:
“I'm more than happy with my purchase, works as advertised and saved me a lot of hours :)”
“This plugin is magic. I ran a 40 million tiles procedural dungeon level, all created at runtime with SpriteTile, and the FPS remained in the 100s. You rock!”
“The amount of time this just saved me coupled with documentation so properly done that it puts 90% of other asset store products documentation to shame is a bargain I wasn't expecting.”
“This is, as far as I know, the best Tile system for unity ! The documentation is really helpful and complete. The creator is very accessible if you have a problem, so: Go on ! Buy it !”
“I just wanted to let you guys know that SpriteTile is awesome. It's exactly what Unity 2D has been missing. Your API is clean yet deep. You've accounted for all the usual hang-ups. I originally made my own tiling system that quickly became too cumbersome as my game grew in complexity. Your system is what I wish I would have written.”
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