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3D > Environments > Buildings

Description

Block System for Unity is a complete toolkit for creating interactive, block-based environments. The package includes a PlayerController script for smooth WASD and click-to-move controls, a BlockMover for picking up, dropping, and throwing blocks with grid snapping and visual highlighting, and a PlaceZone for block disposal. The TMX Importer Editor Window allows you to import Tiled TMX maps and generate 3D or 2D tilemaps directly in your scene, with procedural chunk generation and live reload support. All scripts are organized under namespaces, fully commented, and easy to customize. Prefabs for player, blocks, and place zones are included, along with a demo scene and comprehensive offline documentation. Ideal for prototyping, educational projects, or as a foundation for your own block-based games.

  • Unity Version: 2021 or higher
  • Scripts: C# (namespace organized, commented)
  • Main Components:PlayerController (WASD/click-to-move, jump, camera follow)
    BlockMover (pickup, drop, throw, highlight, grid snap)
    PlaceZone (block disposal, area highlight)
    TmxImporterWindow (Editor window for TMX/TSX import, procedural map generation, live reload)
  • TMX/TSX Support: Import Tiled maps and tilesets, generate 3D or 2D tilemaps
  • Prefabs: Player, Block, PlaceZone
  • Demo Scene: Included
  • Input: WASD, mouse click, E (pickup), Q (drop), right mouse (throw), space (jump)
  • Physics: Uses Unity Rigidbody and Collider
  • Documentation: Offline PDF/RTF included (setup guide, script reference)
  • No third-party dependencies required except TiledSharp.dll for TMX import

TMX Map Layer Guidelines

To ensure your TMX maps work correctly with the Block System for Unity, follow these guidelines when creating or exporting maps from Tiled:

Supported Layer Names and Conventions

  • Ground / Floor:
    Layers named "Ground", "Floor", or similar (including translations and variations like "ground+1", "floor-1", etc.) are treated as the main walkable surface. You can use multiple ground/floor layers for elevation (e.g., "Ground+1" for a higher level).
  • River:
    Any layer named "River" will be treated as water. Tiles in this layer will override ground tiles in the same position.
  • Walls:
    Layers named "Walls", "Walls+1", "Walls+2", etc., are used for vertical structures. The number indicates the height/elevation.
  • Roof:
    The "Roof" layer (and "Roof+1", etc.) is used for covering structures. The importer will automatically place roofs above the highest wall layer.
  • EnvObjects:
    Layers named "EnvObjects" (and "EnvObjects+1", etc.) are for environmental objects. You can set a custom 3D object for these tiles using the 3DObject property (e.g., "cardboard", "Sphere", etc.).
  • Other Layers:
    Any other layer will be placed slightly above the ground by default.

Layer Properties

  • IsSolid (bool):
    Indicates if the layer is solid (used for collision).
  • Transparent (bool):
    Indicates if the layer should be rendered as transparent.
  • 3DObject (string):
    For EnvObjects layers, set this property to specify the 3D primitive or prefab to use (e.g., "cardboard", "Sphere", "Cube", or the name of a prefab in Resources).
  • height (float):
    For ground or object layers, you can set a custom height for the tiles.

Example Layer Setup

  • Ground (IsSolid: true, Transparent: false)
  • Ground+1 (IsSolid: true, Transparent: false)
  • River (IsSolid: true, Transparent: true)
  • Walls (IsSolid: true, Transparent: false)
  • Walls+1 (IsSolid: true, Transparent: false)
  • Roof (IsSolid: true, Transparent: false)
  • EnvObjects (IsSolid: true, Transparent: true, 3DObject: "cardboard")
  • EnvObjects+1 (IsSolid: true, Transparent: false, 3DObject: "Sphere")

Tips

  • Use the same naming conventions as above for automatic placement and correct 3D generation.
  • You can add custom properties in Tiled for more control.
  • The importer supports both visible and hidden layers, but only visible layers will be imported by default.

How to Use:

  1. Create your map in Tiled, using the layer names and properties as described.
  2. Export the TMX and TSX files, and make sure the tileset PNG is available.
  3. In Unity, use the TMX Importer window to select your TMX, TSX, and PNG files.
  4. Run the import to generate your 3D or 2D map in the scene.

If you follow these conventions, your TMX maps will be imported and rendered correctly in Unity with the Block System!

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Author Details

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Active Since: September 2025

Published Products: 1

Followers: 0

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3DTilemapGeneratorBlockSystem

Handcrafted by roddyka

$29.00

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Technical Details

Name Value
Version 1.0.0
Last updated September 26, 2025
Included formats unitypackage
Created in Unity
File size 293.72 KB
Changelog N/A
Poly count 0
Animated
Rigged
Textured
Materials
UV Mapped
Allows usage with AI?
No

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