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Seanba avatar Seanba commented on May 17, 2024

My apologies but I don't understand. Is there a chance you know someone that speaks both our languages that could put your words into English for me?

If it helps, you shouldn't need to build your own version of Tiled2Unity if you just want to use it to import Tiled maps in Unity. You could just download the tool here and use it.

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wangjianpeng avatar wangjianpeng commented on May 17, 2024

Sorry for my unclear words. I had imported a tiledmap to unity by this tool, then their would be some files include map.xml ; map.obj and map.prefab,then i add a test script to map.prefab.now, i push the new project to my git server.at last , i pull files from the server to a new project. then i reopen the project that pulled resource from my git server. the map prefab will lost previous test script .this is my encounter problem.
now i had resolve it.i ignore all the map.xml files ,and not allowed to push to my git server. and modify the tilemap imported asset post process, when it will recreate mesh and replace the prefab ,it must check whether the specify asset path contains the map.xml.
I dont't think it's a bug. just find it maybe trouble to my situation.at last , the problem solved. thank you.

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Seanba avatar Seanba commented on May 17, 2024

No need to apologize. I'm the one limited to one language ;)

Since the prefab is recreated each time a *.tiled2unity.xml file is imported you are going to lose any edits you made to the prefab "by hand". This is where Custom Importers come into play. The plan for you would be to create your own Custom Importer that adds components to your prefab automatically as part of the import process.

I talk about Custom Importers more on my blog here: http://www.seanba.com/megadadadventures.html

Best,
Sean

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