Devlog/Level Editor

Unity package for Level Editor

Level Editor 2 min read
Unity package for Level Editor

Welcome, and thanks for trying PapaiArt Level Editor. This project started as a love letter to the sector-based level design of the old shooters — fast iteration, hand-placed geometry, a grid you can feel under your feet. If that's the kind of map-making you've been missing, you're in the right place. Build something weird, share what you make, and don't be shy about telling me what's broken — every map you draw makes the tool sharper.

Unity package: bundle export + auto-import

Polished the com.papaiart.leveleditor Unity package to make importing maps a one-drop operation.

Importer defaults cleaned up. Dropped textureScale from the inspector (it duplicated per-surface UV offsets already in the map JSON — now an internal constant TextureTileSize = 64). Set worldScale = 0.041675 as the default so the editor's grid lands at the right size in Unity meters. Flipped the flipWinding default to false — kept as a toggle for the rare case where faces look inverted.

File format rename. Map export now writes .pamap instead of .papaimap (shorter, cleaner). The ScriptedImporter, file-dialog filter, menu label, and package.json description all moved over together.

Bundle export from the C++ editor. File → Export for Unity (.pamap)… now writes three things side-by-side instead of just the map JSON:

New Unity-side .papaiproj ScriptedImporter. Picks up the sidecar and generates a MaterialDatabase sub-asset plus one Material sub-asset per texture name, wired to the matching PNG in Textures/. FLOOR_<n>, CEIL_<n>, WALL_<n> all point at the same material. Source-asset dependencies are registered so the database re-imports when a texture changes.

Sibling auto-discovery. When the .pamap importer's materialDatabase field is left empty, it scans the map's folder for a sibling .papaiproj and binds the generated database automatically. End-user workflow is now: export from the editor → drop the folder into Unity → drag the prefab into the scene. Zero clicks in between.

Docs. PDF user guides walking through the full flow with annotated screenshots.

Thank you. To everyone who tried the early builds, filed bug reports with screenshots, sketched maps that broke the importer in interesting ways, and kept asking "can it also do…" — this release exists because you didn't give up on it. Special thanks to the open-beta testers for their patience while sectors split themselves at the worst possible moments, and to the Blender, Doom, and Unity communities whose decades of accumulated wisdom on geometry, sloped sectors, and asset pipelines saved me from reinventing more than I already did. If your name belongs here and isn't, write to me — I'll fix it in the next release.

Get Level Editor Comment on itch.io Level Editor overview