Topic: Information about tiles generation

Hi Alex,
Where can I read more about map tiles generation?

1. What tiles size you are using, 256 or 512
2. How map pixel size is converted to world distance?
3. How tiles being placed on in Unity? What structure it uses? Quadtree
3. How do you calculate next tile position?

Thank you

Re: Information about tiles generation

Hello.

What is a tile system and how it works you can read here:
https://docs.microsoft.com/en-us/bingma … ile-system
https://www.maptiler.com/google-maps-co … rojection/

1. Typically 256 tiles are used. But for Tileset when using Provider - Custom, you can use 512 tiles.
2. It works differently. By default, the map has a fixed scene size and resolution, and each pixel can have a different distance in the real world.
3. I do not know why you need this information, but if you want to know I will tell you:
A dynamic mesh is generated for a tileset, each submesh of which is a tile. The vertices of the submesh are positioned in the scene where this tile should be.
You can look at OnlineMapsTileSetControl.UpdateMapMesh for details.
4. Position of the current tile + tile size in the scene.

Kind Regards,
Infinity Code Team.

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