Level editor – adding/removing walls at runtime
Now that our level editor will be able to load in this data, we now want to have a way to actually modify what we see onscreen. To do this, we'll need to create a GUI interface and functionality for our level editor.
The first thing we need to do is add a variable to keep track of what item we want to spawn:
//The object we are currently looking to spawn Transform toCreate;
Now, we need to initialize this variable inside our
Start
function:toCreate = tiles[0];
Next, we need to update our
Update
function and then explain how it's working, as follows:void Update() { // Left click - Create object if (Input.GetMouseButton(0) && GUIUtility.hotControl==0) { Vector3 mousePos = Input.mousePosition; //Set the position in the z axis to the opposite of the // camera's so that the position is on the world so // ScreenToWorldPoint will give us valid values. mousePos.z = Camera.main.transform.position.z * -1; Vector3...