Maker and Samples¶
2D Tower Defense Maker is a reusable runtime framework and a set of authoring tools. You create and own the content of your game. The complete sample game is an optional reference implementation.
Install the Maker¶
- For split archives, import
2D-Tower-Defense-Maker-0.1.0.unitypackageinto a Unity 6 URP 2D project. For a single Asset Store import, includeRuntime,EditorandDocumentation; to omit the optional examples, uncheck bothSamplesandEditor/Samplesin the import dialog. - Import TMP Essential Resources once when prompted.
- Open Tools > 2D Tower Defense Maker > Welcome, then New Level.
- Keep Fresh starter assets selected and Use Sample Sounds off. Create the level in your own folder, such as
Assets/TDMakerContent/MyLevel. - Edit the paths, build slots, units and waves, then play. Follow Quick Start.
The Maker package works on its own. The default New Level flow does not load the sample game's scene generator, string tables, artwork, audio, campaign or balance assets. It creates a Level, Wave Set, HUD Theme, units, material and scene inside your chosen folder. A fresh HUD uses the project's TMP default font until you assign your own font in its theme.
Add optional examples¶
With split archives, import 2D-Tower-Defense-Maker-Samples-0.1.0.unitypackage after the Maker package. With a single Store import, include both Samples and Editor/Samples; if previously omitted, import those folders from the same product. Then open Tools > 2D Tower Defense Maker > Samples > Browse Samples.
| Part | Purpose | Location |
|---|---|---|
| Maker runtime | Simulation, authoring components, views, configurable HUD, campaign/save/shop systems | Assets/TDMaker/Runtime/ |
| Maker tools | New Level, Workshop, Map Editor, Wave Timeline, Upgrade Tree, Validator and Dry Run | Assets/TDMaker/Editor/ except Editor/Samples/ |
| Your game | Your own scenes, units, waves, settings and chosen presentation | Assets/TDMakerContent/ by default, or your own folder |
| Complete sample game | Example title, slots, world map, star shop and three battles | Assets/TDMaker/Samples/Demo/ |
| Feature examples | Basic, Crossroads, Winding Pass and compiled extension examples | Assets/TDMaker/Samples/ |
| Sample presentation | Original art, audio, Inter, Korean fallback and example text tables | Assets/TDMaker/Samples/ |
| Sample authoring utilities | Optional generator, sample art importer and screenshot driver | Assets/TDMaker/Editor/Samples/ |
The sample add-on uses the same Maker runtime. It does not contain a second copy of the engine. Existing sample paths, asset GUIDs and TDMaker.* namespaces are preserved.
Fresh starter assets is the default and creates independent content. Reuse sample kit and Use Sample Sounds deliberately reference the optional add-on. If you choose them, keep the referenced sample assets or replace those references with your own assets before removing the add-on. Regenerating sample content resets generated example files; it does not regenerate your own New Level folder.
Features are choices, samples are examples¶
- Campaigns, saving and the permanent star shop are reusable Maker features. The sample's map, track prices, unlock sequence and title menu are example content.
- The engine supports both automatic hero skill unlocking and explicit skill-point purchases. Sample heroes use
AutoUnlock. Their compact cards show portraits, names, levels, health bars and slim experience bars; the cards do not allocate skill points. To useSpendPointsin your own game, enable Hero Skill Buttons on Game HUD or supply a skill-allocation UI. Combat skill points are separate from the campaign's saved star-upgrade shop. - The sample game starts in English and has no title-screen language buttons. String tables, Korean fallback fonts and the language API remain available for your own game.
- The compact sample battle HUD displays spell buttons without a large background panel. Low hero cards sit side by side at the bottom left, with a portrait, name, level, health bar, slim experience bar and a border around the selected hero. You may restyle or replace the HUD through
HudThemeand the runtime API.
Use the examples to learn the authoring model. Start production content with New Level and keep it in your own folder.