Scenario: User has different tile palettes for each season (Summer, Fall, etc.) and switching between the two using popular Unity techniques would be tedious if the number of tiles in the tileset is greater than 5 or 10. How would said user switch between their tile palettes programmatically, instead of using a wasteful solution like prefab tiles?
How to programmatically switch tile palettes in Unity2D
1.7k Views Asked by Charles Averill At
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There are 1 best solutions below
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This problem seems significant enough that Unity docs would cover it. However I found myself digging through years-old forum posts to come up with my solution. Here's what I came up with, and it's not too complicated.
Create your tilesets. Import your tilesets as multi-sprite spritesheets, and split them using the Unity sprite editor. Do not bother naming each sprite. Each tileset should be organized the same exact way (bushes/trees/objects should be in the same spot on every season's tilesheet). When you are finished, create a folder "Resources" in your "Assets" folder. Inside of resources, create a folder "Spritesheets", and place your spricesheets in it.
Run this renaming script:
Attach it to an empty GameObject in an empty Scene (just for simplicity). Drag and drop your spritesheets into the Texture2D array. Set the
newNamefield to whatever you want, it will be the prefix for the name of each sprite in each spritesheet. Finally, run the scene and each spritesheet's sprites will be renamed to make each corresponding sprite have the same name.Reskinnerscript, and call theSetSkinmethod, like so: