We recently got TileEd to be included into our level creation pipeline. All the maps in our game are loaded inside the same scene via custom level save / load functions that work inside Unity Editor (not play mode). The plan is to use the mapdata ident to identify which TileEd data goes into the level that is being loaded. The API calls we would need for the implementation are:
- Save data of current map ident (this is done automatically in accordance with the scene file if I understand correctly?)
- Load data of certain map ident into TileEd (regardless of the current scene)
- Create new ident and clear the map data to start making a new map
At runtime the plan is to load the objects placed by TileEd the same way we load all our other objects, via custom script that saves the object type ID and transform. We can save this data the same way we do for other objects, from our level save function. This part we already have working no problem. So the above API access would only be used for editor loading where we prefer to use the TileEd format to retain the map editing capabilities.
Any hints to how we could best achieve this? In addition I think there are stuff like disabling any existing OnSceneLoad logic TileEd might have to load the correct map data since we always use the same scene. Any other caveats?
I haven’t begun digging much through the bundled source code, I was hoping to make it an example here so others could take a hint at how to easily include TileEd into similar projects.