Fresh New Website + Major Changes to Tile System

It was time for a change and we hope you like it!

In addition to a fresh new design and some performance improvements we hope that our API documentation is more accessible for our fantastic Rotorz Tile System customers. The documentation is now frame-less which makes it easier to use plus far more accessible via search engines like Google.

Last week a new update for our tile system extension was released to the Unity asset store. Tile systems have been restructured with tile data stored independently of painted game objects. Tiles are now placed into chunks of a user defined size which now form a fundamental aspect of the tile data structure. Chunks can be resized if needed, they can be stripped, utilized at runtime, and tile meshes can be merged on a per chunk basis.

In most cases this means that tile systems use less memory because tiles are no longer represented by an instance component. The tile map is also stored in chunks further reducing memory overhead for tile systems that have empty chunks. Tile data also makes it possible to repair tiles that have become broken where tiles are deleted (not erased).

We would like to remind customers that it is very important to keep regular backups of your projects, and to always backup before installing/updating any extension from the asset store. Once customers have updated to v1.1.0 they will need to upgrade existing tile systems by first selecting them, reviewing upgrade options via inspector and finally clicking the “Upgrade” button. This must be done for each tile system in-turn; unfortunately it was not possible to automatically do this for all existing scenes and prefabs in one hit.

When painting the status panel now provides a visualization for the orientation of the active tile. When a fallback orientation is used (i.e. when actual orientation is not defined) colors are used to indicate when excess or insufficient tiles were matched.

Find out more about Rotorz Tile System v1.1.0 here