{"author_link":"\/users\/bitdecay","author_name":"bitdecay","author_uid":"bitdecay","comments":[],"epoch":1545093679,"event":"LD43","format":"md","ldjam_node_id":137524,"likes":8,"metadata":{"p_key":"127193","p_author":"bitdecay","p_authorkey":"1009416","p_urlkey":"343314","p_title":"Integrating Tiled with Unity: Super Tiled2Unity","p_cat":"LDJam ","p_event":"LD43","p_time":"1545093679","p_likes":"8","p_comments":"0","p_status":"WAYBACK","us_key":"1009416","us_name":"bitdecay","us_username":"bitdecay","event_start":"1543536000","event_key":"71","event_name":"LD 43"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD43","removed_author":false},"_superparent":120415,"_trust":8,"author":9416,"body":"![cover.PNG](\/\/\/raw\/8c4\/2\/z\/1fb39.png)\n\nGetting your tooling to cooperate is a **huge part** of being able to get work done during a jam. Our team stumbled upon a tool called Super Tiled2Unity that takes advantage of the recently-added Scripted Imports in Unity. It's fairly new, and I wrote up an article about our experience on our game's itch.io page that covers how we dealt with Tiled maps, collisions, object properties, and more.\n\nI would have posted the original here, but the formatting on itch.io doesn't translate all that well.\n\nCheck it out on our [devlog page](https:\/\/bitdecaygames.itch.io\/roustabout\/devlog\/59676\/working-with-tiled-and-unity)","comments":1,"comments-timestamp":"2018-12-18T02:03:46Z","created":"2018-12-17T02:12:15Z","files":[],"files-timestamp":0,"id":137524,"love":8,"love-timestamp":"2019-01-03T03:10:16Z","meta":[],"modified":"2019-01-03T03:10:16Z","name":"Integrating Tiled with Unity: Super Tiled2Unity","node-timestamp":"2018-12-18T00:41:19Z","parent":120981,"parents":[1,5,9,120415,120981],"path":"\/events\/ludum-dare\/43\/roustabout\/integrating-tiled-with-unity-super-tiled2unity","published":"2018-12-18T00:41:19Z","scope":"public","slug":"integrating-tiled-with-unity-super-tiled2unity","subsubtype":"","subtype":"","type":"post","version":414367},"node_metadata":{"n_key":"137524","n_urlkey":"343314","n_parent":"120981","n_path":"\/events\/ludum-dare\/43\/roustabout\/integrating-tiled-with-unity-super-tiled2unity","n_slug":"integrating-tiled-with-unity-sup","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"9416","n_created":"1545012735","n_modified":"1546485016","n_version":"414367","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/43\/roustabout\/integrating-tiled-with-unity-super-tiled2unity","text":"![cover.PNG](\/\/\/raw\/8c4\/2\/z\/1fb39.png)\n\nGetting your tooling to cooperate is a **huge part** of being able to get work done during a jam. Our team stumbled upon a tool called Super Tiled2Unity that takes advantage of the recently-added Scripted Imports in Unity. It's fairly new, and I wrote up an article about our experience on our game's itch.io page that covers how we dealt with Tiled maps, collisions, object properties, and more.\n\nI would have posted the original here, but the formatting on itch.io doesn't translate all that well.\n\nCheck it out on our [devlog page](https:\/\/bitdecaygames.itch.io\/roustabout\/devlog\/59676\/working-with-tiled-and-unity)","title":"Integrating Tiled with Unity: Super Tiled2Unity","wayback_source":[]}