Make a player build

A map needs nothing special in a build. Bake it, add it to the scene, and build the player as usual.

Where the map files are

A bake writes the map into Assets/StreamingAssets/Worldprint/<scene>/ (<scene> is the name of the scene). Unity copies everything in StreamingAssets into the build, so the map ships on its own: tiles, styles, fonts, sprites and the placement file. There is nothing to configure.

Before you build

  • Rebake after you change the scene. The map is a picture of the scene at the time of the bake. If you moved terrain, trees or buildings since, the Worldprint window shows The map is older than the scene. Press Rebake, then build.

  • Save the scene before the first bake. An unsaved scene is baked into the Untitled folder.

  • Keep the map folder. Do not delete Assets/StreamingAssets/Worldprint or exclude it from the build. A style you made with New Custom Style is in the same folder and ships with it.

Supported platforms

Windows, macOS and Linux (desktop). Mobile and WebGL builds are not supported: the map reads its files straight from StreamingAssets, which those platforms do not allow.

Real-world maps in a build

A map made from online tiles (see Real-world maps) downloads its tiles while the game runs, so the player needs a network connection. Without one, the tiles do not appear. Tiles in a local folder inside StreamingAssets ship with the build and work offline.

Check each tile server’s terms before you ship: some limit use by games, and OpenStreetMap’s own servers are meant for light use only. The credit the server asks for is shown in the corner of the map.

If something is missing in the build, see Troubleshooting.