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A member registered Apr 02, 2016 · View creator page →

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Hi there. SuperTiled2Unity puts the pivot point for Tile Objects at the bottom-left corner because that's what Tiled does.

If you need to manage the pivot point of a Tile Object then chances you want to control or manage other aspects of the object. In other words, it's now longer just a decorative tile on your level somewhere but tied into gameplay somehow.

In that case I'd recommend keeping your Tile Object in Tiled but use a "Prefab Replacement" so that those objects are replaced by a "proper" sprite (or some other object) that you have scripting control over.

You can read about Prefab Replacements in SuperTiled2Unity  here:

I'm sorry that some people are having difficulty with this. I assumed relative paths between TMX, TSX, and textures would be a straightforward concept for people making games although I concede that Unity assets don't normally have these restrictions.

The easiest thing to do, before you do anything with Unity, is have your Tiled map and all other files it references (tilesets and textures) all live in the same folder on your harddive somewhere. Then, drag that folder into your Unity project in one go.

Hi there, Davitsu. Could you send me an example file containing the moving slice? I just want to make sure I'm understanding slices and how people may use them. Thanks. (email:

Hi there. The TMX asset itself is the prefab. Just drag it into your scene. :)

Hi Max. From the image I can't tell how your character is supposed to be sorting with what appears to be a rug to my eyes? It looks to me like they should have separate sorting orders? It may be easier to diagnose if you send me your project (exported as a Unity package is fine) with a description of what's going wrong. (

Hi there, filharvey. Use, this imports a Tiled map file into a prefab containing Tilemap components.

Hi there, Dasimar, are your imported tilesets and PNGs in the locations they are expected? It looks like you may have imported them all to the same directory in Unity but they are expected to be in different directories.

Try opening your exported TMX file in Tiled. Is Tiled also complaining that it cannot find your PNG and TSX files?

(BTW, you can use Tiled to find those TSX and PNG files in their new relative locations.)

lol, thanks for your encouraging comment.

BTW, the PNG you imported into Unity was probably using bilinear sampling and/or was using some form of compression. Unity likes to import textures that way be default which is bad news for us pixel-perfect kind of developers. If you ever find yourself in that situation again check these settings in the texture importer and hit 'Apply':

Hi there, Max. Sorry for the late reply. I should make a demo of this soon but using a Custom Sort Axis should get you what you want. There's some tips on this here:

Hi there, kolibrigamestudio. If you use a custom property named "unity:isTrigger" on your Tile Layer or Tileset or Collision properties (in Tiled) then those colliders will be made part of a Trigger volume. See the example that comes with SuperTiled2Unity (the overhead scene). The water tiles there make up a trigger volume.

Likewise, you can use a custom property names "unity:tag" to give your Tile Layer a tag. Not this tag will be on your Collision_Ground parent (Trap) however.

Hi there, PuppyQake. Check the Inspector for your TMX file. Are there any errors there? My guess is that your referenced tileset.tsx file is not in the proper location. (You have to keep relative paths between your TMX , TSX, and texture files)

Hi there, @adiohaion. I'd like to do some profiling on your project to try to understand what is going on there. Would you mind sending it my way? My email is Thanks.

BTW, SuperTiled2Unity requires Unity 2018.3 now unless you use version 1.1.7 of ST2U. Thanks.

It sounds like you might have encountered a bug. Can you send me a Unity Package of your project? You must be doing something I haven't accounted for. (

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Hi there. Why are you setting Edges Per Ellipse to 0? That shouldn't be allowed as we need some sensible number of edges in order to approximate elliptical colliders with polygonal shapes. If you have elliptical colliders in your tilesets that you don't want imported can not remove them in the Collision Editor in Tiled?

Hi there. I'm working on a new version of SuperTiled2Unity that will make it easier to replace objects in your maps with prefabs. In the meantime you can try to write a custom importer (which is usually how I do such things).  I don't have much documentation on this but this example on github should give an idea. In particular, `TrackCustomImporter.cs`, is the custom importer doing most of the work.

Hi there, Juan. Two things to look for here:

  • Make sure you are using Unity 2018.2 or later
  • Make sure that Tilemaps is included in your list of enabled built-in packages in your Package Manager (go to Windows -> Package Manager in Unity). It should be included by default with newer projects.

Hi there. Sorry for the lack of documentation. Your tilesets also have a Pixels Per Unit option on them and I'm guessing in your case they are still at the default setting of 100.

Hi there, @lunarsignals. It should work. Any number of layers is supported as well as all the blending modes between them. However, it's always possible that users are trying to do something I haven't accounted for. If that's your case then report a bug to my github issues page and send me your file. I'll try my best to resolve any issues.

Can you export your project in Unity as a Unity Package and send it to me ( I concede the documentation is light but I was also hoping it wouldn't be required. BTW, what youtube tutorial are you following?

Right on. But let me grab a gamepad controller before I try that again. This is Super Meatboy-like difficult! :D

Thank you for the supportive comment. Good luck with your game and let me know when you're ready to show it off. :)

Make sure you are not putting that command string in for what should be the name of the command. The Tiled UI has changed recently and you want to put the command beside the "Executable" field.

Vertex Scale was removed many moons ago and was replaced with Pixels Per Unit. What is the command line you are using to launch Tiled2Unity?