Tiles Build Layer
Tiles Build Layer
Builds a tilemap based on assigned blueprint layer.

General
Layer Name
The name of the layer
Blueprint layer
The assigned blueprint layer
Use Dual Grid
If enabled, build layer will instantiate tiles based on the dual grid system. For more information regarding the dual grid please refer to the Dual & Standard Grid section in this documentation.
Use Multi Layers
A build layer can have multiple "height" layers. You will notice the UI changes when enabled. It'll allow you to add multiple presets and multiple tile layers with different height offsets. Refer to Multi layers in the documentation
Scale Tiles To Cell Size
When enabled, TWC will attempt to scale the tiles based on the cell size. However, you need to ensure that the tile sizes are correct when the cell size is set to 1.
Tile Presets
The preset used to build the tilemap. You can assign multiple tile presets to a build layer. TWC will then choose randomly from assigned tile presets based on the weight settings.
Tile Overrides
Tile overrides are a very powerful feature which allows you to override specific tiles based on an assigned blueprint layer with another preset.
When Dual Grid is enabled, an additional option called Required Neighbour Count appears. This value defines how many neighboring blueprint cells are needed for a tile to be replaced by the override preset. Check the example images below for a better understanding of this concept. Note: This setting only applies when Dual Grid is enabled. Otherwise, the override condition defaults to a 1-to-1 replacement.

Dual Grid offsets the standard grid by half a cell, causing instantiated tiles to be placed with a slight offset. This approach significantly simplifies tile organization, requiring only five tile types. Artistically, it also provides more "space," allowing tiles to be fully round or more visually distinct.
Read more about dual and standard grid here:
Dual- & Standard GridOne Neighbour count

In this example, the Neighbour Count is set to 1. When two cells from the override blueprint layer (shown in yellow) are placed as in the image, six tiles (shown in violet) are replaced—because each of them has at least one neighboring cell.
Two neighbour count

When the Neighbour Count is set to 2, only two tiles (violet) will be replaced, as only those have two neighboring cells (yellow).
Mesh
If merge tiles is enabled, TileWorldCreator will merge tiles into tile clusters based on the cluster cell size in the settings. This reduces drawcalls significantly.
Please note that increasing the cluster cell size can reduce draw calls. However, if your map supports runtime editing, this may slow down generation, as any modification will trigger regeneration of the affected cluster and its surrounding clusters.
Shadow casting mode
The shadow casting mode from the mesh renderer. On / Off / Two Sided / Shadows Only
Object Layer
Which object layer the cluster object should get
Rendering LayerMask
Which rendering layer mask the cluster object should get.
Collider type
You can select between two collider generation types: Mesh Collider: Adds a mesh collider with the generated (merged tile) mesh. Tile Collider: Adds a mesh collider with a simplified generated mesh based on Collider Height and Collider Extrusion Height.
Tile Collider Height
The height of the generated tile collider.
Tile Collider Extrusion Height
The height of the extruded "walls" of the tile collider.
Global Offsets
Additional offsets for the layer.
Layer Y Offset
additional y offset for the complete layer.
Scale Offset
additional scaling offset for the complete layer.
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