GorillaTagMapProject
A Unity project for Gorilla Tag maps.
Install / Use
/learn @legoandmars/GorillaTagMapProjectREADME
Gorilla Tag Map Project
A unity project to create your own maps for the MonkeMapLoader mod for Gorilla Tag.
This guide is pretty long and in-depth, so make sure to read it thoroughly. If you have any questions please don't hesitate to join the Gorilla Tag Modding Discord to ask.
Contents
- Setup
- Creating a map
- Spawn Points
- Matching Gorilla Tag's Style
- Lighting
- Triggers
- Other Scripts
- Exporting
- Custom Data
Setup
This project is made with Unity version 2019.3.15f. Higher or lower Unity versions may not work properly, so make sure to download it from the Unity Archive if you don't have it already. It's recommended to use Unity Hub to make managing versions easier.
MAKE SURE TO ADD ANDROID BUILD SUPPORT TO YOUR UNITY 2019.3.15F! This is needed to make sure your bundles properly support quest. Instructions can be found here: https://docs.unity3d.com/Manual/android-sdksetup.html
You can download the latest version of this project on the Releases tab.
Creating a map
For the most part, creating a map itself is the same as creating anything in Unity. However, there are a few specific things that you'll need to do to ensure that the Map Loader can properly load it.
To load up the Unity project, go ahead and open up Unity or Unity Hub (Hub is recommended) and then click Open/Add and navigate to the downloaded + unzipped project. Navigate to the folder that contains the Assets, Packages, and ProjectSettings folders, then click Select Folder.
If you don't see anything in your Unity Project, open the Example Scene found in the assets folder. You'll see an example map or two.
Feel free to take a look at how these example maps work, but for now, we're going to disable them by clicking each of them in the hierarchy then pressing the checkbox next to the GameObject's name on the right.
Create an empty GameObject that will hold everything in your map. Make sure the position is 0, and the scale is 1.
Next, click Add Component and add a Map Descriptor. This will hold some information on your map.

Here's what each setting does:
- Map name
- Set this to what you want your map to be named
- Try to make it unique, and avoid naming it something generic like just "Map"
- Author name
- The map's author. Set this to your username.
- Description
- A description that will show up when the map is being selected
- Set this to whatever you want
- Gravity speed
- The speed of gravity on your map
- It's recommended to leave this at -9.8 unless you want to make maps with lower/higher gravity (eg, space maps)
- Slow Jump Limit
- The fastest speed that a player can reach when they are a survivor.
- It's recommended to leave this at 6.5 unless you want survivors or casual maps to have a different move speed.
- Fast Jump Limit
- The fastest speed that a player can reach when they are infected.
- It's recommended to leave this at 8.5 unless you want infected players to have a different move speed.
- Slow Jump Multiplier
- The jump multiplier that will be applied when a player is a survivor. This multiplier is used on the arm speed when a jump is made.
- It's recommended to leave this at 1.1 unless you want survivors or casual maps to have a different move speed.
- Fast Jump Multiplier
- The jump multiplier that will be applied when a player is infected. This multiplier is used on the arm speed when a jump is made.
- It's recommended to leave this at 1.3 unless you want infected players to have a different move speed.
- Reset Properties
- Resets the player settings (gravity speed, slow and fast jump limits and multipliers) to their default values.
- It's recommended to click this if you think you may have accidentally altered any of the player settings
- Spawn Points
- A list of spawn points for the map.
- You shouldn't set this manually unless you know what you're doing
- More Info in the Spawn Points section
- Custom Skybox
- A cubemap that will be used as the skybox on your map
- If this empty, it'll automatically give your map the default game's skybox
- Export Lighting
- Whether or not to generate lightmaps for your map
- Please read the Lighting Section for more information.
- Required PC Mods Id
- A list of mod ids that the user must have installed to load the map on PC.
- Required Quest Mods Id
- A list of mod ids that the user must have installed to load the map on Quest.
- Game Mode
- The game mode that the map will be
- Default is normal infection, and casual has nobody infected, with tagging disabled. With casual mode selected, all player speeds are set to the slow speeds, and fast speeds are hidden.
- Thumbnail Preview
- A preview of what the map thumbnail will look like
- Click on
Refresh Previewto manually update the preview
Spawn Points
If you want people to be able to teleport to your map you'll need to add some Spawn Points.
Under MapPrefabs, there's a SpawnPoint prefab. Drag one into your scene and make sure it's in your Map's GameObject.
You can position the Spawn Point anywhere you want. It's recommended that you put it a little bit above the ground/away from walls to prevent people from spawning inside of things.
Some important things to keep in mind:
The player is about as large as the Spawn Point cube - 1 Unity unit wide/tall/long
The max amount of players is 10, so it's a good idea to put multiple spawn points. You should have at least 4 in different locations - more if you set your map to respawn players on map end.
Matching Gorilla Tag's Style
Although not every custom map has to look exactly like the game, making your map look similar to the base game's visuals will help improve player experience, so here's a couple of tips:
To make your textures have the same low-poly PS2 style as Gorilla Tag, change the following settings:
- Filter Mode - Point (no filter) [This will ensure your textures aren't blurry]
- Max Size - 64/128/256 [This will depend on your texture's size and what you're using it on. Just do what looks like the base game]
- Compression - None [This will make sure that your images don't get garbled by compression]

Additionally, if you want to make a model low poly you can add a Decimate modifier to it in Blender. Lower the threshold until the model looks low poly enough for you.

Getting the art style exactly right can be hard, so make sure to join the Gorilla Tag Modding Discord if you need help or want some textures other people have made.
Lighting
An important part of making a map look good is the lighting. Since Gorilla Tag bakes lighting, the process to get it working is a bit involved, but it's absolutely worth it.
When you SHOULD use lighting:
- Most maps
- Complex maps with many objects
- Maps that need shadows
- Maps with reflections
When you SHOULDN'T use lighting:
- Maps that consist of mostly Unlit shaders
- For example, N64 maps, minecraft maps, etc
- Maps where shadows aren't important
- Maps that really need to save filesize
If your map falls under the "SHOULDN'T USE LIGHTING" category, you can set your map's Export Lighting value to false and ignore the rest of this section.
Otherwise, follow these steps to getting lighting looking nice on your map:
Lighting Setup
Make sure to set your map's Export Lighting value to true.
Click on your map's GameObject, and set the Static value next to the name in the properties window to true.
When ask if you'd like to enable the static flags for all the child objects, click Yes, change children
Every object on your map should be static EXCEPT for:
- Objects that have an animation
- Objects that will somehow change or get enabled/disabled, such as a trigger
- Objects that should not have shadows
Lighting Meshes
When you're initially importing a mesh, go to the properties and make sure that the Generate Lightmap UVs box is checked.
Go through all of your imported meshes now and make sure it's enabled for all of them! (unless you know what you're doing and have applied Lightmap UVs in an external program)
Next, go to each object with a Mesh Renderer in the scene, and ensure that Contribute Global Illumination is enabled. If you want to disable an object Receiving/Casting shadows, mess with the Cast Shadows and Receive Shadows properties - otherwise, leave them as the default values.
Lights
Your map includes a Directional Light by default. Don't remove this unless you know what you're doing, as it (pretty accurately) recreates the base game lighting.
You can add any other sort of Light to your map that you want, but ensure that the type is set
