Off to a rocky start…
Having a heck of a time getting Unity’s Texture2D.GetPixels32 function to actually read the correct colors. I have a 32bit PNG being imported with the settings below. It reads the pure Red (R: 255 G:0 B:0 A:255) just fine which is the bottom row. From there, the Green is increase by 25 for each tile going clockwise (bottom left corner being: R: 255 G:25 B:0 A:255, then the left side being R: 255 G:50 B:0 A:255, and so on). If I use pure colors, it imports fine but I’m going to have to use a bunch of different maps if I do that. But the off-red colors are being adjusted by the GetPixels32 function I think. For instance, a pixel with R: 255 G: 25 is being read in as RGBA(255, 116, 0, 255).
This will be a Jam entry due to time constraints IRL so any thoughts would be great.