Main Section
The root area has some general settings.
Pixels Per Unit
Tile assets pixels per unit. This number dictates what all of the instantiated tilesets/entities will change their scale to, measured in pixels per unity unit.
Note: Upon first time importing the LDtk project or when the importer is reset, this value will default to the DefaultGridSize
defined in LDtk.
Custom Level Prefab
Optional. This prefab is instantiated as the root GameObject for all levels in the build process.
Whether the field is assigned or not, the instantiated GameObject will have a Fields component added for getting the level's fields.
Use this prefab field as a primary means of executing custom events upon import with the import interfaces.
Render IntGrid Values
When this is enabled, all IntGrid Tiles will have their tile's sprite rendered.
This toggle will only appear if any IntGrid layers are defined.
Typically, this is not used, and only needed if rendering sprites is a goal, or for debugging.
Use Composite Collider
Use this to add a CompositeCollider2D to all tilemaps.
This can help make with smoother collisions.
Geometry Type
The geometry type of the CompositeCollider2D in layers. (Outlines/Polygons)
Create Background Color
Creates a flat background for each level, based on the level's background color. This is built to match exactly how the levels look in LDtk, however this will be off in most situations. This only affects the background color, and not the background image, if one was configured for a level in LDtk.
Create Level Trigger
Creates a PolygonCollider2D trigger that spans the level's area for each level. Useful in conjunction with Cinemachine for example.
Depend On Dependencies
Used by both project and level. See here.