## The Overworld: How to create a map in Unity with Tiled2Unity

Creating a map for CYF is not that difficult. All that you need to do is follow the rules. There are a lot of them, but as long as you stick to them, you'll be fine.

The very first step is to create the map in Tiled, and save it.
Tip: Undertale's tiles are 20x20 pixels, with a scale factor of 2: I suggest for you to make a tileset of 40x40px tiles so you will not have to worry about scaling.

- Open Tiled2Unity.exe
- File --> Choose your .tmx file
- Export To --> PathToCYF\Assets\Tiled2Unity\Tiled2Unity.export.txt
- Click the Big Ass Export Button
- Close Tiled2Unity and open Unity

- Now that you're in Unity, you should create a scene, then delete the Main Camera object, save and then name the map (the name will be important!)
- Open the scene Assets\Scenes\test4.unity, copy all its contents and paste them into your newly created scene.
- In the Project tab, go to Assets\Tiled2Unity\Prefabs and you should see your map. Drag and drop it over the scene. (Put it in the root, not in a directory)
- Go to Assets\Resources\Prefabs and include Main Camera OW like you did in the previous line. Now you should be able to see something in the Game tab!

- Remove the map in Background, disable the objects Foreground and Bottom by clicking on each object, going to the Inspector and unchecking the box right next to the object's name.
- Move your map so that the bottom-left corners of the map and the camera are at the same coordinates.
- Delete everything that is in the GameObject Background, except for the TPs. You'll see that your map object is composed of every layer that you've added in your map.
- Now, inside of Background, you'll have to insert the main object component of your map and its colliders (in your object layers).
  If Unity asks you if you want to break the prefab, say "Yes".
- If there are other layers, just put them in the root.
- Delete the object which contained all the map elements.

- Adjust so that Background's RectTransform fits in the map. It's very important, as the RectTransform bounds are used for map scrolling.
  Tips:
  - Put all of Background's children in the root or as the children of another object, so that their position isn't changed while the background moves.
  - Then, Background's RectTransform size will be equal to (the bounds of the map / 100) - so, if your map is 640x480, the size will be 6.4 by 4.8.
  - Now, center the main map object to make it fit inside of Background's RectTransform.
  - Don't forget that Background's RectTransform's bottom-left corner must be at the same coordinates as the Main Camera OW's RectTransform's bottom-left corner!
  - Now, when everything is all done, put Background's old children back to their original places as Background's children.
NOTE: The absolute minimum size for a map for the camera to function properly is 640x480.

- For each map component, go to the component Sorting Layer Exposed and set the value Order in Layer to 0.
- For each map component, you'll need to set the Z value of the map. The Z value works like this: the greater it is, the further into the background a component will be.
  Set Background's Z value to 140, then play around this value to set the Z value of other background layers (between 139 and 141; you can use decimal numbers, of course).
  For foreground layers' Z values, you should use values between -1.5 and -0.5.
  Warning: The maps' Z value must be set to 0 after setting the layers' Z values!

- Edit, add and/or remove the TP objects. You'll have to set some values for the TP: see the component TP Handler.
  - Scene Name = Name of the destination scene of the TP.
  - Position = Position of the player in the destination map, from the bottom-left corner of the map.
  - Direction = Direction the player will be facing after the TP. 2 = Down, 4 = Left, 6 = Right, 8 = Up.
    (I used the NumPad for this, yeah ^^)
  - Activated = Boolean used when the TP is activated. Don't activate it manually!

- Change the layer of all of the colliders. Give them the layer BlockingLayer.
  Tip: Select the first one, then shift-click on the last one. Then, you can change the layer of all objects simultaneously!
- Finally, modify the data in the object Background, in the Map Info Component.
  - Music = Name of the BGM played on the map. The BGM must be in the Audio folder of the mod or the Default folder.
  - Mod To Load = Name of the mod loaded by the map.
  - Is Music Kept Between Battles = Makes the Overworld music keep playing during battles (like the CORE in Undertale). If unsure, leave unchecked.
  - No Random Encounter = Check to disable random encounters on your map. If left unchecked, random encounters will occur, by randomly choosing an encounter .lua file from the mod set in Mod To Load. Will exclude any encounters whose names start with #.
- When everything is ready, remove the Main Camera OW object and save the map.

#### Now, it's time to test it!

Your map is now ready! But it isn't playable yet...Before testing it, we'll need to add it to the Build.
When you're on your newly created map, open File --> Build Settings...
Click on the button Add Open Scenes while you're on your map. It should now be in the list of Scenes in the Build. It'll be built with the project and it can now be used!

- Open the scene Assets\Scenes\TransitionOverworld.unity and search for the GameObject Main Camera OW.
- Go to the component Transition Overworld and change the values.

- First Level To Load: Name of the first scene to load.
- Beginning Position = Position of the player in the first map, from the bottom-left corner of the map.

- Load the scene Disclaimer.unity and launch the game.
  Start a new game if you've already saved.
  You should now be in your map!

Run some tests on the map if there are problems.
If there are no problems, you can now move on to adding events!

If you had any problems with this tutorial, please tell me what went wrong.
If you see any ways that this tutorial can be improved, please tell me that as well.
You'll have more chances to contact me on Unitale's Discord server - the response will be way faster and it will be much smoother than using messages on reddit.
Here is the link to the Discord server.

I hope that you enjoyed the tutorial! If you're ready to add an event, go to the next tutorial!

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* also the nav menu is broken now