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Question by jakemangan · Jun 15, 2020 at 09:34 AM · 2d

What's the best way to go about using a large number of tiles in my map generator script?

I'm currently building a script that is in charge of procedurally generating my map. I've managed to get my land and water working correctly, and now I want to start populating the land with trees, rocks and other static items.

Currently, I'm making use of a single land tile and a single water tile by making them public properties of the script and dragging them across in the unity editor. However there are a number of new tiles I want to use, and I don't want to have to make a new public prop for each tile that I'm using. I also need to replace the water/land boundaries with tiles that look like beaches, so I'll need more tiles for this too. So it's quickly adding up to a lot of tiles. Is there a better method of supplying my MapGen script with the tiles it needs to generate my world?

In addition, I eventually want some of these tiles to have behaviour e.g. I want to be able to chop down the tree tiles in my world. I know I'll need an actual sprite with scripted behaviour to do this, but I'm unsure whether I should create these entities using tiles and then overlay them with a sprite, or if I should create them as sprites to begin with and populate them in my world without using their tiles.

Any advice for both my problems here?

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