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Sorry for the late reply here but chances are your textures were imported with bilinear filtering. Go to the the import settings of your texture in the inspector window and re-import your textures using point filtering.

Hi there. This update was specifically for fixing prefab replacements (which were broken due to changes in Tiled 1.9). I can take a look at your project to try to understand what isn't working for you. Do you have it up on Github?

Hi there. I purchased the game before seeing the Adobe Air dependency and it looks like I can no longer download it from Adobe's website. Do you have a new link?

Hi there. I don't think Unity WebGL is officially fully supported on mobile devices so I'm not surprised you're running into issues. In any case I'm afraid it would something for Unity to debug. I recommend you make the smallest/simplest example that displays the error and send it to them as a bug. If these dismiss it out of hand as a "not supported yet" feature then I'm afraid this isn't much to be done. :(

Hi there, @aricl. It looks like your character is sorting against those trees as I would expect. The problem is that those trees are made up of separate tiles. What you want is for your character's root position (at his feet I guess?) to always sort against the bottom of the tree. If you change your tree tiles so that they are twice as tall then it should work. Note that this is what the example that comes with SuperTiled2Unity does.

As for your second question that is more of a Unity issue. My advice is to get your collisions working as desired without using ST2U first (i.e. just using stock colliders). Once that is working to taste then you can take the lessons learned from that and apply that to your maps exported from Tiled.

My guess is that the map is being culled. I took a look on the Unity forums and see that other people are running into similar issues with Unity Tilemaps, which SuperTiled2Unity uses.

Try going to one of the Tilemap Renderer components on one of your layers in the map and play with the chunk culling values to see if that makes a difference. You want a culling size that large enough that it won't be culled out. If that "works" then perhaps you can add a custom importing script that will help set those values for you automatically.

In any case it sounds like a Unity bug. They won't be able to fix in time for your jam but when you have time it would be good to enter a bug with them. There's probably something special about objects that are part of a canvas that is failing to automatically update the bounding chunks. What is your runtime target? It could be a bug there too.

Hi there. It's a bit dated now and uses an older version of SuperTiled2Unity but this Github repository is an example of ST2U using normal maps that should be helpful.

Hi there, Sam. SuperTiled2Unity does not use Unity's TilemapCollider2D class but instead uses its own collection of PolygonCollider2D objects to help with collision. This is so we can use the collision geometry created on the tilesets within Tiled.

There is an example provided with SuperTiled2Unity that should give some clues. Thanks.

Hi there, nova234. The animations don't work until the user presses "play" in the editor. Is that perhaps the issue?
Are there any errors generated in the Console window in Unity?

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The prefab should be able to be stored or referenced as a GameObject like other prefab instances. It's possible I'm not understanding you fully, however, so it may be best to send me your project and point me to the code that is attempting the instantiation. (

Hi there, marcospdsf. You should be able to instantiate the prefab created by the Tiled map importer the same you would any other prefab. (Note that most users just drag the prefab into their scene hierarchy though.) Are you getting any errors?

Hi there. I've replied to your stack overflow post but it looks like you have your own assembly definition that is not set up correctly. It is going to need references to the SuperTiled2Unity and SuperTiled2UnityEditor assemblies.

No worries, Thorbjorn. I think I have a solution for supporting Zstandard that I'll try to get to this weekend.

Hi there, @mmztech. What are you using for the "Layer/Object Sorting" on your map? With an isometric map you're going to need to use a "Custom Sort Axis". This will also require you to set your Transparency Sort Mode in your Graphics setting as well.

Check this out for further details:

Hi there, jets1234. Sorry for the late reply. For future reference issues like this are much more visible to me on my Github page.

There is indeed a simple solution for the size of your maps: Whatever Pixels Per Unit setting you are using for your sprites must be used  for your tilesets and maps too. 

You can set PPU on a per-map or per-tileset basis or you can change them for every asset in your project in the project settings ...

Camera settings are another story though. It sounds like you're trying to auto-fit your camera every time you resize your map (that isn't common, I think)? For that you're going to have to write some custom scripts for your camera.

Hi there,  @halfcut. Unfortunately Tiled and Unity use different coordinate systems so I picked the solution that I hoped was the best case given what we have to work with. I wanted to keep the top-left corner of a map the "origin" but that did force my hand for maps to go down the negative Y axis. :/

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Hi there, Yadu. Version 1.8.1 fixes bugs related to sorting and positioning for the different tile types. It's a long story of the differences between tile placement in Tiled vs. Unity and the coordinate systems they use but, yes, I can how this is causing an issue for you.

I think the best option for you would be to have your own CellToWorld function that modifies pos.y (decrements by one) or change your placement code to subtract an additional cellSize.y from p.y. 

If you want to discuss this more then open a bug on github and we can see if there's better options.

BTW, in the Project Settings for SuperTiled2Unity you can assign the default material that you want all your Tilemap and Sprite renderers to use so for most people this will be the easiest/best way to use a custom material.

If you want sometime a bit more complicated like, say, different materials for different Tiled layers then you'll want to use a custom importer.

Hi there, Mixxy92. I'm finding that when I have my project set up to use the LWRP with a 2D Renderer that the all Tilemap Renderers and Sprite Renderers are automatically using the Sprite-Lit-Default material. Are you not getting that? (I'm using 2019.2.6f1 btw)

Thanks, Jaacko!

Hi there, Christopher. I'm glad you got it working. BTW, I recommend you make the assignment of material and sorting layer part of your pipeline through a custom importer. That will save you from having to make any additional changes to your map prefabs after they are imported by ST2U.

You can see and example of a custom importer in action in this repository. It will take a little bit of code on your part to get what you want but it's really nice when your maps "just work" automatically. :)

Thanks. I bought it too :D

Oh, and the example TMX files are appreciated!

These look great - and I love Zelda 2. I'll gladly purchase any other #Not pack you make. :)

You're welcome. I'm actually a bit embarrassed I didn't notice this before. :)

Someone was reporting a similar crashing issues when using Unity 2018.3. I was able to replicate and put a fix in the latest version of SuperTiled2Unity (1.5.4). Hopefully this fixes the problem for you as well.

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Hi there. Sorry you're having a problem with this but I of course do not expect a crash to occur when your map is being re-imported.

The best course of action for such issues is to open an issue on my GitHub page:

The first thing I'd like to look at is your Editor log. This link will help you find that on your OS:

I'd probably also want to look at your project to see if I can replicate the problem. If that isn't possible (which is understandable) then a small project that does have the bug would be useful.

I'm not sure how helpful having a Discord server would be but I'm open to trying it out. Here's an invite:

Hi there, Armakuni. This is exactly the kind of thing you would use a Custom Importer for. It's a script you can attach to the importer process to do extra work on your TMX prefab just before the import completes.

This repository here uses one such custom importer and it should serve a decent starting point for you:

Like I've told you before there is a trivial solution to the problem you were having. Unity has the concept of "Pixels Per Unit" that is used for textures, sprites and tilemaps. SuperTiled2Unity also supports this functionality. All you need to do is make sure you are using the same "Pixels Per Unit" value for your Tiled maps and tilesets.

By default, Unity prefers values of 100 because that works well with their 2D physics systems. Personally, I use a value of 1 so that 1 unit is 1 pixel. YMMV.

If the issue persists then report a bug on my GitHub page and I will look at it further.

 Keep in mind this is a project I do in my spare time and make freely available for others. Your aggressive attitude is misplaced even if you did make a donation.

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)