PolCPP avatar PolCPP committed 521f386

Tiled map importer now supports collisions (and also it ended being it's sole project, check https://bitbucket.org/PolCPP/unitmx if you just want the tmx importer)
Improved the camera tracking.
Redone the character state machine, now controls correctly collisions jump falling etc.

Comments (0)

Files changed (51)

Assembly-CSharp-Editor-vs.csproj

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Assembly-CSharp-Editor.pidb

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Assembly-CSharp-firstpass-vs.csproj

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Assembly-UnityScript-firstpass.pidb

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Assembly-UnityScript-firstpass.unityproj

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Assets/RagePixel/Code/RagePixelCamera.cs

-using UnityEngine;
-using System.Collections;
-
-[ExecuteInEditMode]
-public class RagePixelCamera : MonoBehaviour {
-
-    public int pixelSize=1;
-    public int resolutionPixelWidth = 1024;
-    public int resolutionPixelHeight = 768;
-
-    public void SnapToIntegerPosition()
-    {
-        transform.position = new Vector3(Mathf.RoundToInt(transform.position.x) + 0.05f, Mathf.RoundToInt(transform.position.y) - 0.05f, transform.position.z);
-    }
-
-    void Awake()
-    {
-     
-    }
-
-	void Start () {
-	    
-	}
-
-    public void OnPostRender()
-    {
-
-    }
-
-	void Update () 
-    {
-        SnapToIntegerPosition();
-	}
-
-    public void OnDrawGizmosSelected()
-    {
-        SnapToIntegerPosition();
-    }
-
-    public void ResetCamera()
-    {
-
-    }
-
-}
+using UnityEngine;
+using System.Collections;
+
+[ExecuteInEditMode]
+public class RagePixelCamera : MonoBehaviour {
+
+    public int pixelSize=1;
+    public int resolutionPixelWidth = 1024;
+    public int resolutionPixelHeight = 768;
+
+    public void SnapToIntegerPosition()
+    {
+        transform.position = new Vector3(Mathf.RoundToInt(transform.position.x) + 0.05f, Mathf.RoundToInt(transform.position.y) - 0.05f, Mathf.RoundToInt(transform.position.z) - 0.05f);
+    }
+
+    void Awake()
+    {
+     
+    }
+
+	void Start () {
+	    
+	}
+
+    public void OnPostRender()
+    {
+
+    }
+
+	void LateUpdate () 
+    {
+        SnapToIntegerPosition();
+	}
+
+    public void OnDrawGizmosSelected()
+    {
+        SnapToIntegerPosition();
+    }
+
+    public void ResetCamera()
+    {
+
+    }
+
+}
Add a comment to this file

Assets/RagePixelAssets/Buttons.png

Old
Old image
New
New image
Add a comment to this file

Assets/Scenes/platform.unity

Binary file modified.

Assets/Scripts/Button.cs

 {
 
 	//Storing the reference to RagePixelSprite -component
-	private IRagePixel ragePixel;
+	private RagePixelSprite ragePixel;
 
 	// Enum that manages the button status.
 	public enum ButtonStatus
 		Normal=0,
 		Pressed
 	};
-
-	void Awake ()
+	
+	
+	
+	void Start ()
 	{
 		ragePixel = GetComponent<RagePixelSprite> ();
 	}

Assets/Scripts/CameraManager.cs

 	};
 	public CameraFormat state = CameraFormat.followTarget;
 	private GameObject player;	
+
+	private int xSpeed;
+	private int ySpeed;
 	
 	// Half and quarter screen are used to measuer 50% screen points
 	// And 25% points, to know when to move the camera on followtarget mode
 	
 	// The point where the camera will stop following the character 
 	// (meaning the map is over)
-	private int mapXLength = 1000;
-	private int mapYLength = 1000;
+	public int mapXLength = 1000;
+	public int mapYLength = 500;
 	private Vector3 destination;	
 	 
-	// We'll make it the same as the target speed on load
-	private float cameraSpeed = 50f;
-
 	void Awake ()
 	{
 		SetPixelResolution ();
 		GameObject playerGo = GameObject.Find (PlayerGoName);
 		if (!playerGo)
 			throw new Exception ("Cannot find a gameobject named " + PlayerGoName);
-		player = playerGo;		
-		
-		// Makes the camera follow the character åt the same speed of him.
-		PlayerCharacter pc;
-		if (player) { 
-			pc = (PlayerCharacter)player.GetComponent (typeof(PlayerCharacter));
-			cameraSpeed = pc.walkingSpeed;
-		}		
+		player = playerGo;			
 	}
 	
 	void UpdateFollowTarget ()
 			// So we'll get the delta of our target and the point of half and quarter the screen. 			
 			halfDelta = player.transform.position - camera.ViewportToWorldPoint (halfScreen);						
 			quarterDelta = player.transform.position - camera.ViewportToWorldPoint (quarterScreen);						
+
+
+			// Basicly, if we pass the 25-50% space, the camera will update to the character new position.
+			// The exception is the case we reach the borders of the map. Or if we haven't moved, 
+			// then the camera wont move
+			destination.x = transform.position.x;
+			destination.y = transform.position.y;			
 			
-			// Now we check if we need to move. 
-			// Since we're going pixel based the camera will move in 1 unit ranges (nondecimal).
 			if (halfDelta.x > 0)
-				destination.x = 1;
+				destination.x = transform.position.x + halfDelta.x;
 			if (halfDelta.y > 0)
-				destination.y = 1;	
+				destination.y = transform.position.y + halfDelta.y;	
 			if (quarterDelta.x < 0)
-				destination.x = -1;
+				destination.x =  transform.position.x + quarterDelta.x;
 			if (quarterDelta.y < 0)
-				destination.y = -1;	
+				destination.y = transform.position.y + quarterDelta.y;
+
+			
+			if (destination.y >= mapYLength || destination.y <= 0)
+				destination.y = transform.position.y;
+			if (destination.x >= mapXLength || destination.x <= 0)
+				destination.x = transform.position.x;
 			
-			// Now before we update, we check if we're not on the 0 edge. 
-			// TODO: Vertical movement
-			// Plus we only check it if we're moving
-			if (destination != Vector3.zero) {
-				zeroPoint = camera.ViewportToWorldPoint (Vector3.zero);						
-				onePoint = camera.ViewportToWorldPoint (Vector3.one);
-				if (zeroPoint.x <= 0 && destination.x < 0)
-					destination.x = 0;
-				if (onePoint.x >= mapXLength && destination.x > 0)
-					destination.x = 0;
-			}
-		
-			// Finally we update the camera
-			transform.Translate (destination * Time.deltaTime * cameraSpeed);
+			if (destination != Vector3.zero)
+				transform.position = destination;
 		}				
 	}
 	

Assets/Scripts/InputManager.cs

 	void ManageMove ()
 	{
 		// We'll analyse all Touch input.
-		buttonStatus = (int)Input.GetAxis ("Horizontal");
 		foreach (Touch touch in Input.touches) {
 			if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved) {
 				ray = Camera.main.ScreenPointToRay (touch.position);
 				abTouchStatus = 0;
 			}
 		}
+
+		buttonStatus = (int)Input.GetAxis ("Horizontal");
 		
 		if (buttonStatus == 1 || touchStatus == 1) {
-			player.Move (PlayerCharacter.WalkingState.WalkRight);
+			player.PerformAction (PlayerCharacter.ActionState.WalkRight);
 			#if UNITY_IPHONE || UNITY_ANDROID
 				leftButton.Press(Button.ButtonStatus.Normal);
 				rightButton.Press(Button.ButtonStatus.Pressed);		
 			#endif
 		} else if (buttonStatus == -1 || touchStatus == -1) {
-			player.Move (PlayerCharacter.WalkingState.WalkLeft);
+			player.PerformAction (PlayerCharacter.ActionState.WalkLeft);
 			#if UNITY_IPHONE || UNITY_ANDROID
 				leftButton.Press(Button.ButtonStatus.Pressed);
 				rightButton.Press(Button.ButtonStatus.Normal);
 			#endif
 		} if (buttonStatus == 0 && touchStatus == 0) {
-			player.Move (PlayerCharacter.WalkingState.Standing);	
+			player.PerformAction (PlayerCharacter.ActionState.Stand);	
 			#if UNITY_IPHONE || UNITY_ANDROID
 				leftButton.Press(Button.ButtonStatus.Normal);
 				rightButton.Press(Button.ButtonStatus.Normal);
 			#endif
 
 		}	
-
+		
 		// A-B button status
 		buttonStatus = (int)Input.GetAxis ("AButton");
 		if (buttonStatus == 1 || abTouchStatus == 1) {
-			player.Move (PlayerCharacter.WalkingState.Jump);	
+			player.PerformAction (PlayerCharacter.ActionState.Jump);	
 			#if UNITY_IPHONE || UNITY_ANDROID
 				aButton.Press(Button.ButtonStatus.Pressed);
 				bButton.Press(Button.ButtonStatus.Normal);			
 			}			
 			buttonStatus = (int)Input.GetAxis ("BButton");
 			if (buttonStatus == 1 || abTouchStatus == -1) {
-				player.Move (PlayerCharacter.WalkingState.Casting);	
+				player.PerformAction (PlayerCharacter.ActionState.Cast);	
 				#if UNITY_IPHONE || UNITY_ANDROID
 					aButton.Press(Button.ButtonStatus.Normal);			
 					bButton.Press(Button.ButtonStatus.Pressed);				
 				#endif
-			} 		
+			}
+			if (buttonStatus == 0 && abTouchStatus == 0) {
+				#if UNITY_IPHONE || UNITY_ANDROID
+					aButton.Press(Button.ButtonStatus.Normal);			
+					bButton.Press(Button.ButtonStatus.Normal);			
+				#endif
+			}					
 		}
+
 	}
 }

Assets/Scripts/PlayerCharacter.cs

 
 public class PlayerCharacter : MonoBehaviour
 {
-
-	private IRagePixel ragePixel;
-     
 	//enum for character state
-	public enum WalkingState
+	public enum ActionState
 	{
-		Standing=0,
+		Stand=0,
 		WalkRight,
 		WalkLeft,
 		Jump,
-		Casting
+		Cast,
+		Fall
 	};
-	public WalkingState state = WalkingState.Standing;
-	public bool flipState = false;
 	
-	//walking speed (pixels per second)
+	// Zdepth is used to freeze the z axis.updating it to the 
+	// original position on each frame
+	public float zDepth;
+	
+	CharacterController controller;
+	private RagePixelSprite ragePixel;
+
+	// Current character state, and secondary/next state that will run.
+	public ActionState currentState = ActionState.Stand;
+	public ActionState nextState = ActionState.Stand;
+
+	// Used by the sprite to know where is the character facing
+	private bool flipState = false;
+	
+	// Walking vars.
+	// The curWalkingspeed is the one that's used in realtime, walkingspeed and airwalking speed 
+	// are used to update the curwalkinspeed according to the ocasion (grounded/jumping)	
+	private float curWalkingSpeed = 10f;
 	public float walkingSpeed = 10f;
+	public float airwalkingSpeed = 10f;
+	
+	// Falling acceleration vars
+	private float curFallSpeed = 0f;
+	public float FallAccel = 4f;
+	public float MaxFallAccel = 18f;
 
+	// Jump length vars
+	public float jumpDistance = 700f;
+	public float jumpLength = 0.5f;
+	private float timeLeft = 0;
+
+	
+	private CollisionFlags colFlags;
+	public string currentAnimation = "Stand";
+	private Vector3 currentPos;
+	private Vector3 moveDirection;
+	
 	void Start ()
-	{
+	{	
 		ragePixel = GetComponent<RagePixelSprite> ();
+		zDepth = transform.position.z;	
+		controller = GetComponent<CharacterController> ();
+		curWalkingSpeed = walkingSpeed;
 	}
-
-	public void Move (WalkingState direction)
+		
+	public void PerformAction (ActionState action)
 	{
-		if (direction == WalkingState.WalkRight) {
-			state = WalkingState.WalkRight;
-		} else if (direction == WalkingState.WalkLeft) {
-			state = WalkingState.WalkLeft;									
-		} else if (direction == WalkingState.Jump) {
-			state = WalkingState.Jump;		
-		} else if (direction == WalkingState.Casting) {
-			state = WalkingState.Casting;				
+		// Since Jump and fall are blocking actions we filter them when they're ocurring. This way secondary actions like
+		// Walking dont get rewritten by those useless ones that will get ignored later on.
+		if (!((currentState == ActionState.Jump || currentState == ActionState.Fall) && action == ActionState.Jump))
+			this.nextState = action;			
+	}
+	
+	// Basicly checks if the sent actionstate can move to the left or right and 
+	// updates the movedirection attribute on the x axis.
+	void SetXVector (ActionState state)
+	{
+		moveDirection.x = curWalkingSpeed;
+		if (state == ActionState.WalkLeft) {
+			flipState = false;
+			moveDirection.x *= -1;	
+		} else if (state == ActionState.WalkRight) {
+			flipState = true;
 		} else {
-			state = WalkingState.Standing;		
-		}
+			moveDirection.x = 0;	
+		}		
 	}
 	
 	void Update ()
 	{
-		Vector3 moveDirection = Vector3.zero;
-		switch (state) {
-		case(WalkingState.Standing):
-                //Reset the horizontal flip for clarity
-			ragePixel.SetHorizontalFlip (flipState);
-			ragePixel.PlayNamedAnimation ("Stand", false);
+		// in case we're suddenly falling and not jumping we'll switch to fall state, plus we'll 
+		// setup the char speed for air otherwise we'll return to the grounded state.		
+		if (!controller.isGrounded && currentState != ActionState.Fall && currentState != ActionState.Jump) {
+			curWalkingSpeed = airwalkingSpeed;
+			nextState = ActionState.Fall;
+		} else if (controller.isGrounded) { 
+			curWalkingSpeed = walkingSpeed;
+			curFallSpeed = 0;
+		} else if (currentState == ActionState.Jump) {
+			curWalkingSpeed = airwalkingSpeed;	
+		}
+		
+		// And now we parse our currentstate and act according to it.
+		switch (currentState) {
+		case ActionState.Stand:
+			// Basically it loops on this state until broken.
+			currentAnimation = "Stand";
+			ragePixel.PlayNamedAnimation (currentAnimation, false);
+			if (nextState != ActionState.Stand)
+				currentState = nextState;
 			break;
-
-		case (WalkingState.WalkLeft):
-				//Not flipping horizontally. Our animation is drawn to walk right.
-			flipState = false;
+		case (ActionState.Jump):
+			// This is a bit hackish but it works since jumps are really short. We use a lerp
+			// that goes from timeleft (that goes from 0 to 1) reducing it the timedelta 
+			// between frames till it gets to 0. The stored value that has the time constant is jumplength
+			// Aside from that we manage the left-right axes too and provide the correct x-axis accel.
+			moveDirection = Vector3.zero;
+			if (controller.isGrounded)
+				timeLeft = 1f * jumpLength;				
+			timeLeft = timeLeft - Time.deltaTime;
+			moveDirection.y = Mathf.Lerp (0, jumpDistance, timeLeft);
+			currentAnimation = "Jump";			
 			ragePixel.SetHorizontalFlip (flipState);
-                //PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts.
-			ragePixel.PlayNamedAnimation ("Walk", false);
-                //Move direction. X grows right so left is -1.
-			moveDirection = new Vector3 (-1f, 0f, 0f);
+			ragePixel.PlayNamedAnimation (currentAnimation, false);
+			SetXVector (nextState);
+			colFlags = controller.Move (moveDirection * Time.deltaTime);
+			if (timeLeft <= 0 || (colFlags == CollisionFlags.CollidedAbove))
+				currentState = ActionState.Fall;
 			break;
-
-		case (WalkingState.WalkRight):
-                //Flip horizontally. Our animation is drawn to walk left.
-			flipState = true;
+		case (ActionState.Fall):
+			// It works similar to the walking algorythm but since we have acceleration we have 
+			// an acceleration value. Since we dont want it to accelerate to lightspeed we use a 
+			// max value.
+			// Aside from that we manage the left-right axes too and provide the correct x-axis accel.
+			moveDirection = Vector3.zero;
+			if (curFallSpeed > -MaxFallAccel)
+				curFallSpeed += FallAccel;
+			moveDirection.y -= curFallSpeed; 
 			ragePixel.SetHorizontalFlip (flipState);
-                //PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts.
-			ragePixel.PlayNamedAnimation ("Walk", false);
-                //Move direction. X grows right so left is +1.
-			moveDirection = new Vector3 (1f, 0f, 0f);
-			break;
-
-		case (WalkingState.Jump):
+			SetXVector (nextState);			
+			colFlags = controller.Move (moveDirection * Time.deltaTime);
+			if (controller.isGrounded)
+				currentState = nextState;	
+			break;			
+		case (ActionState.WalkLeft):
+		case (ActionState.WalkRight):
+			// Since the only difference is the side we face, we group them, calculate the xvector and flipstate 
+			// of movement, play the animation and move.			
+			SetXVector (currentState);
 			ragePixel.SetHorizontalFlip (flipState);
-                //PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts.
-			ragePixel.PlayNamedAnimation ("Jump", false);
+			currentAnimation = "Walk";
+			ragePixel.PlayNamedAnimation (currentAnimation, false);
+			colFlags = controller.Move (moveDirection * Time.deltaTime);
+			currentState = nextState;
 			break;
-		
-		case (WalkingState.Casting):
-			ragePixel.SetHorizontalFlip (flipState);
-			//PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts.
-			ragePixel.PlayNamedAnimation ("Cast", false);
+		case (ActionState.Cast):
+			// Another different example, here we freeze all other animations till the play animation is completed.
+			if (currentAnimation != "Cast") {
+				currentAnimation = "Cast";
+				ragePixel.PlayNamedAnimation (currentAnimation, false);
+			} else if (!ragePixel.isPlaying () && nextState == ActionState.Cast) {				
+				ragePixel.PlayNamedAnimation (currentAnimation, false);
+			} else if (!ragePixel.isPlaying () && nextState != ActionState.Cast) {				
+				currentState = nextState;
+			}
 			break;
-		
 		}
-		//Move the sprite into moveDirection at walkingSpeed pixels/sec
-		transform.Translate (moveDirection * Time.deltaTime * walkingSpeed);
+		// We freeze the Z axis.
+		currentPos = transform.position;
+		currentPos.z = zDepth;
+		transform.position = currentPos;
+		
+		// If nothing else happens the Nextstate on the next frame will be stand idle.
+		nextState = ActionState.Stand;
 	}
 }

Assets/TileMapper/COPYING

+Several independent works are being distributed along with UniTMX that fall
+under different licenses. You can find the license that applies to each file
+in the comment at the top, but since you cant do it with the assets they are listed here:
+
+Item                 Directory                     License            AUTHOR/URL
+--------------------------------------------------------------------------------
+UniTMX               /Code, /Editor                MIT 				  Pol Cámara
+Example Map sheet    Example Assets/ExTexture.png  CC-BY-SA 3.0       Surt/Tebruno99 (http://opengameart.org/content/updated-generic-platformer-tiles)
+
+The full text of each license is provided in the files LICENSE.MIT
+and LICENSE.CCBYSA

Assets/TileMapper/Code/Layer.cs

+/*!
+ * UniTMX: A tiled map editor file importer for Unity3d
+ * https://bitbucket.org/PolCPP/unitmx
+ * 
+ * Copyright 2012 Pol Cámara
+ * Released under the MIT license
+ * Check LICENSE.MIT for more details.
+ */
+
 using System;
 using UnityEngine;
 using System.Collections.Generic;
 
+// Manages all the magic. It builds both the tile mesh with it's uv's 
+// And collision layer mesh 
+
 public class Layer
 {
-	TileSet tileset;
-	string[]  data;
-	int currentLayerID;
-	int width;
-	int height;
-	public int vertexCount = 0;
+	TileSet _tileset;
+	string[]  _data;
+	int _currentLayerID;
+	int _width;
+	int _height;
+	int _vertexCount = 0;
+
+	public int vertexCount {
+		get {
+			return this._vertexCount;
+		}
+	}	
 	
 	public Layer (TileSet tileset, string data, int currentLayerID, int width, int height)
 	{
-		this.tileset = tileset;			
-		this.data = data.Split (',');
-		this.currentLayerID = currentLayerID;
-		this.width = width;
-		this.height = height;
+		this._tileset = tileset;			
+		this._data = data.Split (',');
+		this._currentLayerID = currentLayerID;
+		this._width = width;
+		this._height = height;
 	}
 
+	// Renders the tile vertices.
+	// Basically, it reads the entire CSV file cells, and creates a 
+	// 4 vertexes (forming a rectangle or square according to settings) 
+	// when a value different than 0 is found  
 	public List<Vector3> renderVertices ()
 	{
 		int dataIndex = 0;
-		currentLayerID = currentLayerID * 10;
+		_currentLayerID = _currentLayerID * 10;
 		List<Vector3> vertices = new List<Vector3> ();
-		for (int i = 1; i <= height; i++) {
-			for (int j = 1; j <= width; j++) {
-				string dataValue = data [dataIndex].ToString ().Trim ();
+		for (int i = 1; i <= _height; i++) {
+			for (int j = 1; j <= _width; j++) {
+				string dataValue = _data [dataIndex].ToString ().Trim ();
 				if (dataValue != "0") {
 					vertices.AddRange (new Vector3[] {
-							new Vector3 (tileset.width * (j + 1), tileset.height * (-i + 1), currentLayerID * 1),
-							new Vector3 (tileset.width * (j + 1), tileset.height * -i, currentLayerID * 1),							
-							new Vector3 (tileset.width * j, tileset.height * (-i + 1), currentLayerID * 1),								
-							new Vector3 (tileset.width * j, tileset.height * -i, currentLayerID * 1),
+							new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 1), _currentLayerID * 1),
+							new Vector3 (_tileset.width * (j + 1), _tileset.height * -i, _currentLayerID * 1),							
+							new Vector3 (_tileset.width * j, _tileset.height * (-i + 1), _currentLayerID * 1),								
+							new Vector3 (_tileset.width * j, _tileset.height * -i, _currentLayerID * 1),
 						});	
-					vertexCount += 4;
+					_vertexCount += 4;
 				}
 				dataIndex++;
 			}
 		}
-		
 		return vertices;
-		
 	}
+
+	// Renders the collision vertices.
+	// Basically, it works the same way as renderVertices but in this case
+	// it checks the value to see what kind of collision mesh we need to draw.
+	public List<Vector3> renderColVertices ()
+	{
+		int dataIndex = 0;
+		_currentLayerID = _currentLayerID * 10;
+		TileSet.CollisionFormat collision = TileSet.CollisionFormat.none;
+		List<Vector3> vertices = new List<Vector3> ();
+		for (int i = 1; i <= _height; i++) {
+			for (int j = 1; j <= _width; j++) {
+				string dataValue = _data [dataIndex].ToString ().Trim ();
+				collision = _tileset.GetCollision (int.Parse (dataValue));
+				if (collision != TileSet.CollisionFormat.none) {
+					if (dataValue != "0") {
+						switch (collision) {
+						case TileSet.CollisionFormat.top:
+							vertices.AddRange (new Vector3[] {
+									new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 1), _currentLayerID * 2),
+									new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 1), _currentLayerID * 1 - _tileset.height),							
+									new Vector3 (_tileset.width * j, _tileset.height * (-i + 1), _currentLayerID * 2),								
+									new Vector3 (_tileset.width * j, _tileset.height * (-i + 1), _currentLayerID * 1 - _tileset.height),
+								});								
+							break;
+						case TileSet.CollisionFormat.bottom:
+							vertices.AddRange (new Vector3[] {
+									new Vector3 (_tileset.width * j, _tileset.height * -i, _currentLayerID * 2),	
+									new Vector3 (_tileset.width * j, _tileset.height * -i, _currentLayerID * 1 - _tileset.height),
+									new Vector3 (_tileset.width * (j + 1), _tileset.height * -i, _currentLayerID * 2),
+									new Vector3 (_tileset.width * (j + 1), _tileset.height * -i, _currentLayerID * 1 - _tileset.height),							
+								});															
+							break;							
+						case TileSet.CollisionFormat.left:
+							vertices.AddRange (new Vector3[] {
+									new Vector3 (_tileset.width * j, _tileset.height * (-i + 1), _currentLayerID * 2),
+									new Vector3 (_tileset.width * j, _tileset.height * (-i + 1), _currentLayerID * 1 - _tileset.height),							
+									new Vector3 (_tileset.width * j, _tileset.height * (-i + 0), _currentLayerID * 2),								
+									new Vector3 (_tileset.width * j, _tileset.height * (-i + 0), _currentLayerID * 1 - _tileset.height),
+								
+								});															
+							break;							
+						case TileSet.CollisionFormat.right:
+							vertices.AddRange (new Vector3[] {
+									new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 0), _currentLayerID * 2),
+									new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 0), _currentLayerID * 1 - _tileset.height),							
+									new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 1), _currentLayerID * 2),								
+									new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 1), _currentLayerID * 1 - _tileset.height),
+								});															
+							break;													
+						
+						default:
+							vertices.AddRange (new Vector3[] {
+									new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 1), _currentLayerID * 1),
+									new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 1), _currentLayerID * 1 - _tileset.height),							
+									new Vector3 (_tileset.width * j, _tileset.height * (-i + 1), _currentLayerID * 1),								
+									new Vector3 (_tileset.width * j, _tileset.height * (-i + 1), _currentLayerID * 1 - _tileset.height),							
+								});		
+							break;
+						}
+						_vertexCount += 4;
+					}
+				}
+				dataIndex++;
+			}
+		}
+		return vertices;
+	}		
 	
+	// Creates the Face UV for the faces according to the tile represented on the TMX.
 	public List<Vector2> renderUv ()
 	{
-		int dataIndex = 0;
 		List<Vector2> uv = new List<Vector2> (); 
-		int horizontalCellCount = tileset.materialWidth / tileset.width;
-		int verticalCellCount = tileset.materialHeight / tileset.height;		
-		float cellWidth = ((float)tileset.width / tileset.materialWidth);
-		float cellHeight = ((float)tileset.height / tileset.materialHeight);		
-		for (int i = 1; i <= height; i++) {
-			for (int j = 1; j <= width; j++) {
-				string dataValue = data [dataIndex].ToString ().Trim ();
-				if (dataValue != "0") {
-					int posY = verticalCellCount - (int.Parse (dataValue) / verticalCellCount);
-					int posX = int.Parse (dataValue) % horizontalCellCount; 
+		int horizontalCellCount = _tileset.materialWidth / _tileset.width;
+		int verticalCellCount = _tileset.materialHeight / _tileset.height;		
+		float cellWidth = ((float)_tileset.width / _tileset.materialWidth);
+		float cellHeight = ((float)_tileset.height / _tileset.materialHeight);		
+		int totalCells = _width * _height;
+		int dataValue;
+		for (int i = 0; i < totalCells; i++) {
+				dataValue = int.Parse(_data [i].ToString ().Trim ());
+				if (dataValue != 0) {
+					// note that the +1 is neccesary to avoid collisions with the 0 index wich means null				
+					dataValue = dataValue - _tileset.firstGID + 1;
+					int posY = verticalCellCount - (dataValue / verticalCellCount);
+					int posX = dataValue % horizontalCellCount; 
 					uv.AddRange (new Vector2[] {
 						new Vector2 (cellWidth * posX, cellHeight * posY),
 						new Vector2 (cellWidth * posX, (cellHeight * posY) - cellHeight),
 						new Vector2 ((cellWidth * posX) - cellWidth, cellHeight * posY),
 						new Vector2 ((cellWidth * posX) - cellWidth, (cellHeight * posY) - cellHeight),
-
-					});	
+					});
 				}
-				dataIndex++;
-			}
-		}		
+		}
 		return uv;
 	}
 	
+	// Creates the triangles given the ammount of the Used Vertices until now (including other layers).
 	public List<int> renderTriangles (int usedVertices)
 	{
-		int dataIndex = 0;
 		List<int> triangles = new List<int> ();
 		int currentTri = usedVertices;
-		for (int i = 1; i <= height; i++) {
-			for (int j = 1; j <= width; j++) {
-				string dataValue = data [dataIndex].ToString ().Trim ();
+		int totalCells = _width * _height;
+		for (int i = 0; i < totalCells; i++) {
+				string dataValue = _data [i].ToString ().Trim ();
 				if (dataValue != "0") {
 					triangles.AddRange (new int[] {
 							currentTri, currentTri + 1, currentTri + 2,
 				            currentTri + 2, currentTri + 1, currentTri + 3,
 						});						
 					currentTri += 4;
-				}
-				dataIndex++;
-			}
+				}			
 		}
-			
 		return triangles;
-	}		
+	}
 }

Assets/TileMapper/Code/TileMap.cs

+/*!
+ * UniTMX: A tiled map editor file importer for Unity3d
+ * https://bitbucket.org/PolCPP/unitmx
+ * 
+ * Copyright 2012 Pol Cámara
+ * Released under the MIT license
+ * Check LICENSE.MIT for more details.
+ */
+
 using UnityEngine;
 using System.Collections;
 using System.Xml;
 public class TileMap : MonoBehaviour
 {
 	public TextAsset tilemap;
-	
+	public bool freezeLayersOnCollider = true;
+		
 	public Mesh CreateMesh ()
-	{		
+	{
+		// We use the currentLayer ID to order them on the Z axis.
 		int currentLayerID = 0;
+
+		// UsedVertices is used to maintain a count of the vertices between 
+		//layers so when you call renderTriangles, it nows where to start.
 		int usedVertices = 0;
+
+		TileSet tileset = null;		
 		List<Vector3> vertices = new List<Vector3> ();
 		List<Vector2> uv = new List<Vector2> ();
 		List<int> triangles = new List<int> ();
 		Mesh mesh = new Mesh ();
+		
 
+		// What we're doing here is simple: Load the xml file from the attributes
+		// And start parsing. Once it finds a tileset element it creates the tileset object
+		// (it will be the first thing it encounters)
 		XmlDocument xmldoc = new XmlDocument ();
 		xmldoc.Load (new StringReader (tilemap.text)); 
 		XmlNodeList nodelist = xmldoc.DocumentElement.ChildNodes;		
-		TileSet tileset = null;
+		foreach (XmlNode outerNode in nodelist) {
+			switch (outerNode.Name) {
+			case "tileset":
+				// Basically we just grab the data from the xml and build a Tileset object
+				// To avoid problems with the collision tileset since we only store one tileset 
+				// we ignore anything with Collision inside.  
+				if (outerNode.Attributes ["name"].InnerText.IndexOf ("Collision") == -1) {
+					XmlNode imageNode = outerNode.SelectSingleNode ("image");
+					int firstGID = int.Parse (outerNode.Attributes ["firstgid"].InnerText);
+					int width = int.Parse (outerNode.Attributes ["tilewidth"].InnerText);
+					int height = int.Parse (outerNode.Attributes ["tileheight"].InnerText);
+					int imageWidth = int.Parse (imageNode.Attributes ["width"].InnerText);
+					int imageheight = int.Parse (imageNode.Attributes ["height"].InnerText);
+					tileset = new TileSet (firstGID, width, height, imageWidth, imageheight);	
+				}
+				break;
+			case "layer":
+				// First we build the layer object and then just call the renderVertices 
+				// renderUV and renderTriangles to build our textured mesh. 
+				// Finally we store the vertexcount and +1 to the currentLayerID. 
+				// like in the tileset, we avoid using the "collision_" layers since 
+				// they only contain collision info
+				if (outerNode.Attributes ["name"].InnerText.IndexOf ("collision_") == -1) {
+					XmlNode dataNode = outerNode.SelectSingleNode ("data");
+					int layerWidth = int.Parse (outerNode.Attributes ["width"].InnerText);
+					int layerHeight = int.Parse (outerNode.Attributes ["height"].InnerText);
+					string csvData = dataNode.InnerText;
+					Layer currentLayer = new Layer (tileset, csvData, currentLayerID, layerWidth, layerHeight);
+					vertices.AddRange (currentLayer.renderVertices ());
+					uv.AddRange (currentLayer.renderUv ());
+					triangles.AddRange (currentLayer.renderTriangles (usedVertices));
+					usedVertices += currentLayer.vertexCount;
+					currentLayerID += 1;
+				}
+				break;
+			}
+		}
 
+		mesh.vertices = vertices.ToArray ();
+		mesh.uv = uv.ToArray ();
+		mesh.triangles = triangles.ToArray ();
+		return mesh;		
+	}
+	
+	public Mesh CreateColliderMesh ()
+	{		
+		// We use the currentLayer ID to order them on the Z axis.
+		// Be aware that on the collider mesh it depends on the freezeColliderLayers
+		// variable, this way you can avoid having colliders on different z axis.
+		int currentLayerID = 0;
+		
+		// UsedVertices is used to maintain a count of the vertices between 
+		//layers so when you call renderTriangles, it nows where to start.		
+		int usedVertices = 0;
+
+		TileSet tileset = null;		
+		List<Vector3> vertices = new List<Vector3> ();
+		List<int> triangles = new List<int> ();
+		Mesh mesh = new Mesh ();
+		
+		XmlDocument xmldoc = new XmlDocument ();
+		xmldoc.Load (new StringReader (tilemap.text)); 
+		XmlNodeList nodelist = xmldoc.DocumentElement.ChildNodes;		
+
+		// Works the almost the same way as the createMesh method (builds the
+		// tileset and layer objects, then builds the mesh with those
+		// but only checks on the collision names plus it doesn't build model
+		// uv since its not neccesary. 
 		foreach (XmlNode outerNode in nodelist) {
 			switch (outerNode.Name) {
 			case "tileset":	
-				XmlNode imageNode = outerNode.SelectSingleNode ("image");
-				int width = int.Parse (outerNode.Attributes ["tilewidth"].InnerText);
-				int height = int.Parse (outerNode.Attributes ["tileheight"].InnerText);
-				int imageWidth = int.Parse (imageNode.Attributes ["width"].InnerText);
-				int imageheight = int.Parse (imageNode.Attributes ["height"].InnerText);
-				tileset = new TileSet (width, height, imageWidth, imageheight);	
+				if (outerNode.Attributes ["name"].InnerText.IndexOf ("Collision") != -1) {
+					XmlNode imageNode = outerNode.SelectSingleNode ("image");
+					int firstGID = int.Parse (outerNode.Attributes ["firstgid"].InnerText);
+					int width = int.Parse (outerNode.Attributes ["tilewidth"].InnerText);
+					int height = int.Parse (outerNode.Attributes ["tileheight"].InnerText);
+					int imageWidth = int.Parse (imageNode.Attributes ["width"].InnerText);
+					int imageheight = int.Parse (imageNode.Attributes ["height"].InnerText);
+					tileset = new TileSet (firstGID, width, height, imageWidth, imageheight);					
+					
+					// On the TMX editor, we set some attributes on our collider tiles so when parsing the
+					// tileset, we'll be adding them to our tileset object.
+					foreach (XmlNode innerNode in outerNode.ChildNodes) {
+						if (innerNode.Name == "tile") {
+							int tileID = 0;
+							if (int.TryParse (innerNode.Attributes ["id"].InnerText, out tileID)) {
+								XmlNode propertyNodes = innerNode.SelectSingleNode ("properties");
+								foreach (XmlNode propertyNode in propertyNodes) {
+									if (propertyNode.Attributes ["name"].InnerText == "col") {
+										tileset.AddCollision (tileID, propertyNode.Attributes ["value"].InnerText);
+									}
+								}
+							}
+						}
+					}
+				}
 				break;
 			case "layer":
-				XmlNode dataNode = outerNode.SelectSingleNode ("data");
-				int layerWidth = int.Parse (outerNode.Attributes ["width"].InnerText);
-				int layerHeight = int.Parse (outerNode.Attributes ["height"].InnerText);
-				string csvData = dataNode.InnerText;
-				Layer currentLayer = new Layer (tileset, csvData, currentLayerID, layerWidth, layerHeight);
-				vertices.AddRange (currentLayer.renderVertices ());
-				uv.AddRange (currentLayer.renderUv ());
-				triangles.AddRange (currentLayer.renderTriangles (usedVertices));
-				usedVertices += currentLayer.vertexCount;
-				currentLayerID++;
+				if (outerNode.Attributes ["name"].InnerText.IndexOf ("collision_") != -1) {
+					XmlNode dataNode = outerNode.SelectSingleNode ("data");
+					int layerWidth = int.Parse (outerNode.Attributes ["width"].InnerText);
+					int layerHeight = int.Parse (outerNode.Attributes ["height"].InnerText);
+					string csvData = dataNode.InnerText;
+					Layer currentLayer = new Layer (tileset, csvData, currentLayerID, layerWidth, layerHeight);
+					vertices.AddRange (currentLayer.renderColVertices ());
+					triangles.AddRange (currentLayer.renderTriangles (usedVertices));
+					usedVertices += currentLayer.vertexCount;
+					// In case we freeze the layers on collider they wont move on the z axis.
+					if (!freezeLayersOnCollider) 
+						currentLayerID++;
+				}
 				break;
 			}
 		}
 		mesh.vertices = vertices.ToArray ();
-		mesh.uv = uv.ToArray ();
 		mesh.triangles = triangles.ToArray ();
 		return mesh;		
 	}	
-}
+	
+	
+}

Assets/TileMapper/Code/TileSet.cs

+/*!
+ * UniTMX: A tiled map editor file importer for Unity3d
+ * https://bitbucket.org/PolCPP/unitmx
+ * 
+ * Copyright 2012 Pol Cámara
+ * Released under the MIT license
+ * Check LICENSE.MIT for more details.
+ */
+
 using System;
 using UnityEngine;
+using System.Collections.Generic;
+
+// Simply a tileset storage class. It's basically used to access the tile
+// width and height and texture width and height
+
+// The only exception are the collisions, which also stores the tiles with
+// collision and it's format.
+
+// In case you want to EXTEND them formats with more interesting options 
+// like diagonal collisions or square collisions.
+// You just need to update the CollisionFormat enum, the Addcollision method
+// and in the Layer class the renderColVertices method.
 
 public class TileSet
 {
-	public int width;
-	public int height;
-	public int materialWidth;
-	public int materialHeight;
+	public enum CollisionFormat
+	{
+		none=0,
+		top,
+		bottom,
+		left,
+		right
+	};
+
+	private int _firstGID;
+	private int _width;
+	private int _height;
+	private int _materialWidth;
+	private int _materialHeight;
+	
+	// Stores the tile id and Collision format. 
+	// Note that on the tile id it uses it's absolute number (Tile id + FirstGID) 
+	private Dictionary<int, CollisionFormat> _collisions = new Dictionary<int, CollisionFormat> ();
+
+	public int firstGID {
+		get {
+			return this._firstGID;
+		}
+	}
+
+	public int height {
+		get {
+			return this._height;
+		}
+	}
+
+	public int materialHeight {
+		get {
+			return this._materialHeight;
+		}
+	}
+
+	public int materialWidth {
+		get {
+			return this._materialWidth;
+		}
+	}
+
+	public int width {
+		get {
+			return this._width;
+		}
+	}
+
+	public TileSet (int firstGID, int width, int height, int materialWidth, int materialHeight)
+	{
+		this._firstGID = firstGID;
+		this._width = width;
+		this._height = height;		
+		this._materialWidth = materialWidth;
+		this._materialHeight = materialHeight;
+	}
+	
+	public void AddCollision (int tile_id, string collisionText)
+	{
+		CollisionFormat collisionFormat = CollisionFormat.none;
+		switch (collisionText) {
+		case "top":
+			collisionFormat = CollisionFormat.top;		
+			break;
+		case "bottom":
+			collisionFormat = CollisionFormat.bottom;		
+			break;				
+		case "left":
+			collisionFormat = CollisionFormat.left;		
+			break;
+		case "right":
+			collisionFormat = CollisionFormat.right;	
+			break;
+		}
+		if (collisionFormat != CollisionFormat.none)
+			_collisions.Add (tile_id + firstGID, collisionFormat);	
+	}
 	
-	public TileSet (int width, int height, int materialWidth, int materialHeight)
+	public CollisionFormat GetCollision (int tile_id)
 	{
-		this.width = width;
-		this.height = height;		
-		this.materialWidth = materialWidth;
-		this.materialHeight = materialHeight;
+		if (_collisions.ContainsKey (tile_id))
+			return _collisions [tile_id];
+		else
+			return CollisionFormat.none;
 	}
 }
 

Assets/TileMapper/Editor/TileMapEditor.cs

+/*!
+ * UniTMX: A tiled map editor file importer for Unity3d
+ * https://bitbucket.org/PolCPP/unitmx
+ * 
+ * Copyright 2012 Pol Cámara
+ * Released under the MIT license
+ * Check LICENSE.MIT for more details.
+ */
 using UnityEngine;
 using UnityEditor;
 using System.Collections;
 [CustomEditor(typeof(TileMap))]
 public class TileMapEditor : Editor
 {
-
-	void Start ()
-	{
-		
-	}
-	
 	public override void OnInspectorGUI ()
 	{
-	    var myScriptInstance = (TileMap) target;
+	    TileMap TMap = (TileMap) target;
 		DrawDefaultInspector ();		
-		if (GUILayout.Button ("Import")) {
-			MeshFilter filter = myScriptInstance.GetComponent<MeshFilter>();
+		if (GUILayout.Button ("Import Tiles")) {
+			MeshFilter filter = TMap.GetComponent<MeshFilter>();
 			if (filter)
 				DestroyImmediate(filter);
-			filter = myScriptInstance.gameObject.AddComponent<MeshFilter>();
-			filter.mesh = myScriptInstance.CreateMesh();
-
+			filter = TMap.gameObject.AddComponent<MeshFilter>();
+			filter.mesh = TMap.CreateMesh();
+		}
+		if (GUILayout.Button ("Generate colliders")) {
+			MeshCollider collider = TMap.GetComponent<MeshCollider>();
+			if (collider)
+				DestroyImmediate(collider);
+			collider = TMap.gameObject.AddComponent<MeshCollider>();
+			collider.sharedMesh = TMap.CreateColliderMesh();		
 		}
 	}
 }
Add a comment to this file

Assets/TileMapper/Example Assets/Collision.png

Added
New image

Assets/TileMapper/Example Assets/ExMap.tmx

+<?xml version="1.0" encoding="UTF-8"?>
+<map version="1.0" orientation="orthogonal" width="45" height="16" tilewidth="32" tileheight="32">
+ <tileset firstgid="1" name="ExTexture" tilewidth="32" tileheight="32">
+  <image source="ExTexture.png" width="512" height="512"/>
+ </tileset>
+ <tileset firstgid="257" name="Collision" tilewidth="32" tileheight="32">
+  <image source="Collision.png" width="128" height="128"/>
+  <tile id="0">
+   <properties>
+    <property name="col" value="right"/>
+   </properties>
+  </tile>
+  <tile id="1">
+   <properties>
+    <property name="col" value="left"/>
+   </properties>
+  </tile>
+  <tile id="2">
+   <properties>
+    <property name="col" value="bottom"/>
+   </properties>
+  </tile>
+  <tile id="3">
+   <properties>
+    <property name="col" value="top"/>
+   </properties>
+  </tile>
+ </tileset>
+ <layer name="deco" width="45" height="16">
+  <data encoding="csv">
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+</data>
+ </layer>
+ <layer name="ground" width="45" height="16">
+  <data encoding="csv">
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+ </layer>
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+  <data encoding="csv">
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 </data>
  </layer>
- <layer name="Tile" width="45" height="16">
+ <layer name="collision_3" width="45" height="16">
   <data encoding="csv">
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Assets/TileMapper/LICENSE.CCBYSA

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+The rights granted under, and the subject matter referenced, in this License were drafted utilizing the terminology of the Berne Convention for the Protection of Literary and Artistic Works (as amended on September 28, 1979), the Rome Convention of 1961, the WIPO Copyright Treaty of 1996, the WIPO Performances and Phonograms Treaty of 1996 and the Universal Copyright Convention (as revised on July 24, 1971). These rights and subject matter take effect in the relevant jurisdiction in which the License terms are sought to be enforced according to the corresponding provisions of the implementation of those treaty provisions in the applicable national law. If the standard suite of rights granted under applicable copyright law includes additional rights not granted under this License, such additional rights are deemed to be included in the License; this License is not intended to restrict the license of any rights under applicable law.

Assets/TileMapper/LICENSE.MIT

+Copyright (C) 2012 Pol Cámara
+
+Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Assets/TileMapper/README.MD

+UniTMX: A TMX importer for Unity3d
+=======================================
+
+UniTMX is a TMX file importer to load files from [tiled map editor] into Unity originally developed for [Twisted Potions: Double Trouble]. 
+
+It does not support all the features from tiled but it may work fine for most of cases.
+
+Features
+--------
+
+   - Imports TMX Files into a mesh
+   - Loads (optionally) mesh collisions into the same gameobject, or a different one.
+
+
+Limitations
+-----------
+
+  - Only works with orthogonal sprites
+  - You can only use one tile sheet per tmx file.
+
+
+Installation
+------------
+
+   - Put this repo into your assets folder.
+
+
+Usage
+-----
+
+### In Tiled Map editor:
+
+#### Tiles
+
+   - Load your tilemap
+   - Paint some tiles in different layers
+
+*Avoid naming your tilemap or layer Collision or collision_ as it will cause problems with the collision layers*
+
+#### Collisions:
+   - Create a new Tileset named Collisions **you can Collision.png from example assets**
+   - Right click on each of the tiles you want to configure for collision and click tile properties.
+   - Set a property named col with [one of the collision values like in this image] 
+     - **Collision Values:** top,bottom,left,right. *Only use one of them per tile* 
+   - Create a layer called collision\_1 (or collision\_N) and paint your collision tiles there.
+
+#### Finally
+
+   - Save. **Remember to set the tmx tile layer data format [as CSV like in this image]**
+   - Rename the tmx file as xml. 
+
+### Unity
+
+   - Setup your 2d Scene for 2d sprites (orthographic camera etc), if you want take a look on how is the scene built on [Twisted potions: Double trouble].
+   - Create and empty GameObject.
+   - Now click on *Component*->*Scripts*->*TileMap*
+   - On the GameObject inspector you'll [find a new set of options that look like this] 
+   - Select the tilemap XML that you created earlier on tiled. And hit Import tiles or
+     Generate colliders according to your needs.
+   - Finally, remember to add a material with the tilemap texture to that GameObject, so it