Import RPG Maker MV and MZ maps as editable Unity Tilemaps, with animated autotiles, palettes and collision. Update local tileset art and keep building your levels in Unity.Bring your MV and MZ maps into Unity. Keep building from there.2D RPG Map Bridge converts RPG Maker MV and MZ map data into editable Unity Tilemaps, with tileset atlases, Tile Palettes, animated water, shadows and collision. Move an existing level into your Unity project and continue designing with Unity's 2D tools.Pick your maps. Run the import.Browse an unencrypted RPG Maker source project, preview its maps and select the ones you need. Import Maps runs the Art, Tiles, Palette and Paint stages in order. A status table shows what is current and what needs updating, and each stage can also run separately.Edit the artwork without repainting the map.The Art stage copies tileset sheets into your Unity project. Edit those copies in your image editor, then use Update from Art to rebuild the shared tileset atlas. Existing maps and palettes retain their tile references, so artwork-only changes do not require repainting the map.Continue level design in Unity.Paintable autotiles connect their edges and corners to neighbouring tiles. Choose separate or combined palettes, bake the autotile kinds used by your selected maps, or include all kinds for building new areas. Maps using the same tileset share its atlas and palettes.Keep your Unity additions.Dedicated Custom_Ground, Custom_YSort and Custom_Overhead layers give you space for your own tile work. When updating an existing map, the importer detects tile-layout changes on its generated layers and keeps those layers by default. A separate Force refresh command replaces generated-layer contents when requested. Use Active Scene or Prefab Only with Replace Existing enabled for this workflow; New Scene Per Map rebuilds scene files.Set up collision and try the map.Generate merged or unmerged tilemap collision from map passability, or disable collision. For manually authored collision, edit source-sprite physics shapes and paint source-cell tiles onto the Collision layer. Custom_YSort supports props that sort against a character. GridMove and FreeMove starter prefabs provide grid-based and analog movement with four-direction idle and walk animation.IncludedEditor import wizard, map preview and batch selection, atlas baker, editable Tile Palettes, scene and prefab output, import preset, runtime tile components, two starter character prefabs, C# source, and an offline Markdown manual and changelog.RequirementsUse an unencrypted RPG Maker MV or MZ source project with PNG tilesets. The current development project uses Unity 6.6 (6000.6.0f1) with URP's 2D renderer. Install Unity's 2D Sprite, 2D Tilemap Editor and Input System packages; use Input System Package (New) or Both for Active Input Handling. URP is required for the supplied starter camera setup. Earlier Unity versions and other render pipelines are not advertised as verified for this release.Scope and limitationsThis imports maps, not a complete RPG Maker game. Events, NPC behavior, dialogue, switches, battles, databases and plugins are not converted. Collision is cell-based and does not reproduce directional passage rules. Region behavior and looping-map gameplay are not implemented. Parallax images can be copied but are not positioned or scrolled automatically. RPG Maker VX Ace and earlier formats and encrypted images are not supported. Generated custom tiles and Y-sort behavior require the included runtime scripts.Artwork and supportBring your own map project and artwork licensed for use in Unity. The current package does not include a sample RPG Maker map project or an environment tileset pack. Store cover artwork is promotional illustration and is not an included map or an import-result screenshot. Importing artwork does not grant additional usage rights.Support: official.johnrod@gmail.com.INPUTRPG Maker MV and MZ source projects: data/*.json and img/tilesets/*.png.A1-A4 autotiles, A5/B-E standard tiles, star-flag overhead layers, shadows and table edges.Default tile size: 48 pixels; configurable tile size and pixels per unit.Batch selection with map hierarchy, search and thumbnail preview.WORKFLOW AND OUTPUTArt > Tiles > Palette > Paint stages, with status tracking and separate stage actions.Editable local tileset copies and one shared atlas per tileset.Artwork-only updates retain existing tile references.Neighbour-aware paintable autotiles and animated water/waterfalls.Used Kinds or All Kinds autotile scope; optional complete plain-tile bake.Split or combined Unity Tile Palettes, including A-sheet source cells.Point-filtered, uncompressed atlases with padding and no mipmaps.Atlas budget preview; memory use depends on tile size and included content.Scene Only, Prefab Only, or Prefab And Scene output.Active Scene batch placement or New Scene Per Map.Shareable ScriptableObject import settings preset.Default output: Assets/2D RPG Map Bridge Output.LAYERS AND RE-IMPORTGround_0-3, Shadow, TableEdge, Overhead_0-3 and Collision, as needed.Custom_Ground, Custom_YSort and Custom_Overhead authoring layers.Default sorting: ground band -100 to -94; Custom_YSort 0; overhead band 100 to 104.Custom_YSort uses individual tile rendering and floor-anchored sorting.Existing map updates preserve custom-layer tiles and detected tile-layout edits on generated layers.Force refresh explicitly replaces generated-layer contents.Use Active Scene or Prefab Only with Replace Existing enabled to update existing work.New Scene Per Map rebuilds scene files.Scene Undo does not undo atlas, palette or prefab asset writes.COLLISIONNone, CompositeCollider2D, or unmerged TilemapCollider2D geometry.Automatic collision uses whole blocking cells derived from RPG Maker passage flags.Directional movement restrictions are not reproduced as one-way colliders.Source-cell palette tiles support manually authored Sprite Editor physics shapes on Collision.Sprite Editor Apply synchronizes supported source-sprite collision geometry.Custom collision for A-sheet autotiles is authored with source cells; it is not automatically composed into every connected autotile shape.STARTER CHARACTERSGridMove: cardinal grid movement. FreeMove: analog Rigidbody2D movement.Four-direction idle/walk animation, keyboard and gamepad input.Supplied cameras include URP components.Active Scene import places a starter at the party start when the selection includes that map and no starter already exists.New Scene Per Map can place a starter in each generated scene.Playtesting starting points, not a complete RPG framework.CODE AND REQUIREMENTSEditable C# source with separate editor and runtime assemblies.Importing and baking run in the Unity Editor.Runtime components include Autotile, ArtCellTile, BridgeAnimatedTile, YSortLayer and starter movement/animation.Keep required runtime scripts with generated content.Requires 2D Sprite, 2D Tilemap Editor and Input System.URP with a 2D renderer is the intended configuration for the supplied starter cameras.No dependency on 2D Tilemap Extras for animated tiles.Offline Markdown manual and changelog included.Current development editor: Unity 6000.6.0f1.Earlier-version compatibility is not verified by this listing review.SCOPENo sample RPG Maker map project or environment tileset pack in the current package.No conversion of events, NPC logic, dialogue, switches, databases, battles or plugins.No automatic extraction of tile props into separate GameObjects.No region gameplay or looping-map runtime implementation.Parallax image copying only; placement and scrolling are manual.No VX Ace/older formats or decryption.Promotional cover artwork is not a screenshot of imported output.AI/ML tools were used during the development process to assist with documentation, testing, and optimization of the package.AI was used to help review and improve documentation, identify potential issues, assist with testing scenarios, and evaluate areas where the asset could be optimized and made more reliable.


