I followed http://www.adventurecreator.org/tutorials/working-tint-maps but the UI in Unity (latest version) on my computer doesn't look exactly like the images in the tutorial - and I'm effectively stuck.
1) The tutorial says to set the texture to "Advanced" but I've no option like that - there's a section below called Advanced, and I've checked read/write (and applied the settings as per the screenshot)
2) created a tint map, but I don't see it when added to the scene - it just looks like a gray box and I can't position it at the desired location
I'm wondering what's the issue in my case ... what can I try to figure out a solution?
Comments
The Texture type should be set to Default in the latest version, with Read/write enabled checked. I shall update the tutorial's wording soon.
Be aware that the tint map itself may not be visible during gameplay depending on your scene graphics and state of the component's Disable mesh renderer? setting. It will only affect sprites that have the "Follow Tint Map" component.
How do you mean that you can't overlay it? Are you not able to resize it, or are other images appearing in front of it? Again, the tint map is intended to be an invisible affector of your sprites that have "Follow Tint Map" attached, rather than something is actually visible to users.
So that we can narrow the source of the problem, please try the tint image provided in the tutorial. My own Inspector looks like this: http://imgur.com/a/ewqbb
What is your player sprite's Material / Shader? Here are a couple of things to try:
- Uncheck Use scene default Tint Map? in their FollowTintMap Inspector, and assign the Tint Map manually in the field that appears.
- Override your player by placing in the 2D Demo game's player character, Brain2D, into the scene outside of runtime. Add the FollowTintMap component to his sprite and run the scene - is he affected? The prefab can be found in /Assets/AdventureCreator/2D Demo/Resources
If those have no effect, you may have to PM me the scene file - but let's see the results of those first.Regarding how to correctly place the Tint Map, you can do this at runtime if Disable mesh renderer? is unchecked. The TintMap's effect will update as you reposition/resize it in the Scene view when the game is running - when it looks correct, you can then just copy the Transform component and paste over it when the game is stopped.