This article will show how to create and use the Animated Tile from the 2D Tilemap Extras package. The Animated Tile is used for creating a tile that you can paint onto a Tilemap that will cycle the assigned sprites when the game is running.

The sprites that we will use are these sprite sheets for the center, left, and right of a waterfall. Each sheet is 30 frames long and set to the Multiple Sprite Mode.


In this article, we will go over how to use Tilemap to create a 2D level. Tilemap allows you to paint from a made Sprite Palette onto a Tilemap grid.

The first thing we will need to do is create a Tilemap for the scene. To do that, you select Tilemap under 2D from the Create menu. There are a few different types of Tilemaps, but we are going to use the Rectangular type for this.


The next project I will be working on is a 2D Mobile Adventure game prototype. In this new project, I will show how to set up controls for mobile devices, create enemies, use the Tilemap package in Unity, implement the UnityAds package, and finally publish it to the Google Play Store.

This project will use similar features from the 2D Space Shooter and the 2.5D Platformer projects I have gone over in previous articles.

Since I know this will be 2D when creating a new project in the Unity Hub, I can select 2D from the Templates.


This article will show how to give the Player the ability to climb ladders. This Ladder System will be able to be used on any Ladder length and will allow the Player to go up and down the ladders.

In the Animator window for the Player, we have two bool Parameters that will control the Transition from Any State to the Ladder Climb animation and then exit the animation when the bool is false. The Climb Down animation is the Climb Up animation played in reverse.


This article will show how to make a Lift Platform that moves from floor to floor and pauses at each for a set duration. Since this functionality is similar to the Moving Platform from the previous article, the Lift will inherit from that script.

The LiftPlatform script will need a few variables to change how the inherited MovingPlatform functions.

  1. The Floor Waypoint the Lift will start at when the game begins.
  2. The amount to delay before moving to the next floor.
  3. A bool to know if the Lift is currently pausing at the reached floor.


This article will expand on the Moving Platform from a previous article. We will add the ability to use any number of waypoints and the option to go back in reverse on the waypoints or start again from the beginning.

The Platform has a Box Collider set to be a Trigger with a Rigidbody to detect the Player stepping on and off the Platform. The Waypoints are empty GameObjects.


This article shows how to add the ability for the Player to Roll to get under obstacles. The Roll animations are from Mixamo, which was featured in a previous article.

We will change the Character Controller Collider through code when entering a roll to match the changed profile of the model and then change it back to normal after the animation.


This article will show how to use the Unity Cinemachine package to create a camera that follows the Player as they move.

To add the Cinemachine package to your project, open the Package Manager window, then find Cinemachine in the Unity Registry and click Install.


In this article, we will use a State Machine Behaviour script to know when to move the Player on top of the platform after the ledge grab from the previous article.

In the Player script, we will need a reference for the current Ledge we are grabbing.


This article will show how to create a ledge grab mechanic for the Player to get to the next platform.

In the Animator for the Player we add the animations for the Hanging Idle and Climbing, then we create parameters to trigger transitions to the animations, and make the transitions.

Kyle W. Powers

Unity Developer, Software Engineer, Game Designer

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