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unity-tilemap-2d

Create tile-based 2D levels in Unity with palette painting, collision setup, and rule tiles that choose sprites based on neighboring tiles. Use scripts to generate floors, edit cells during play, and manage tile refreshes.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

원문원문 설명 보기

Build and script 2D tilemaps in Unity 6.3 LTS: the Grid + Tilemap components, the Tile Palette, tilemap colliders, rule tiles, and runtime SetTile/GetTile painting. Use when painting tile levels, adding a TilemapCollider2D, using rule or animated tiles, generating tilemaps from code, or when the user mentions Unity tilemap, tile palette, rule tile, or Grid.

연동 도구Unity

실행 점수 미검증

설치 방법 보기

이럴 때 유용합니다

  • Painting layered 2D levels
  • Adding collision to tile terrain
  • Choosing edge and corner sprites automatically
  • Generating and editing maps through scripts

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  • SKILL.md5.8 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Unity 2D Tilemap

Author and script tile-based 2D levels in Unity 6.3 LTS with the Grid/Tilemap system, the Tile Palette, colliders, and runtime painting. Targets Unity 6.3 LTS (6000.3).

Package note: the core Tilemap (Grid, Tilemap, Tile, TilemapCollider2D) is built in. Rule Tiles, Animated Tiles, and Tile Palette brushes live in the separate "2D Tilemap Extras" package (com.unity.2d.tilemap.extras) — install it via Package Manager before using RuleTile.

When to use

  • Use when laying out a 2D level by painting tiles, setting up a Grid + Tilemap, adding collision to the map, using auto-tiling Rule Tiles, or generating/editing tiles from script.
  • Use when scenes contain a Grid with Tilemap children, or *.asset tile/palette files.

When not to use: level design practice (pacing, blockout, layout principles) → level-design. 3D tile/grid placement → Unity's own 3D tooling (ProBuilder / grid brushes; no dedicated skill here). The platformer character that moves over the tiles → platformer / unity-physics.

Core workflow

  1. Create the grid: GameObject → 2D Object → Tilemap → Rectangular (the Grid's Cell Layout also offers Hexagonal and Isometric for hex/iso levels). This makes a Grid with a child Tilemap (+ TilemapRenderer). Use one Tilemap per layer (background, ground, foreground) and set each renderer's sorting.
  2. Open the Tile Palette (Window → 2D → Tile Palette), drag in a sliced sprite sheet to create Tile assets, then paint with the brush tools.
  3. Add collision to the solid layer: TilemapCollider2D. For one merged collider (far cheaper and gap-free), also add CompositeCollider2D (+ a Rigidbody2D set to Static) and enable Used By Composite on the tilemap collider.
  4. Auto-tile with Rule Tiles (2D Tilemap Extras) so edges/corners pick the right sprite automatically instead of hand-placing every variant.
  5. Edit at runtime via script with cell coordinates (Vector3Int): SetTile, GetTile, SetTilesBlock, converting world↔cell with the Grid/Tilemap.
  6. Verify in Play mode: confirm collisions (Physics Debugger), sorting order, and that RefreshAllTiles ran after bulk edits.

Patterns

1. Painting tiles at runtime (cell coordinates)

using UnityEngine;
using UnityEngine.Tilemaps;

public class TilePainter : MonoBehaviour
{
    [SerializeField] private Tilemap tilemap;   // assign the target Tilemap
    [SerializeField] private TileBase groundTile;

    // World position -> cell, then place a tile.
    public void PaintAt(Vector3 worldPos)
    {
        Vector3Int cell = tilemap.WorldToCell(worldPos);
        tilemap.SetTile(cell, groundTile);
    }

    public bool IsSolid(Vector3 worldPos)
        => tilemap.GetTile(tilemap.WorldToCell(worldPos)) != null;
}

2. Bulk fill a region (faster than per-cell SetTile)

// SetTilesBlock writes a whole BoundsInt in one call — use it for procedural rooms/floors.
public void FillFloor(Tilemap map, TileBase tile, int width, int height)
{
    var bounds = new BoundsInt(0, 0, 0, width, height, 1);
    var tiles  = new TileBase[width * height];
    for (int i = 0; i < tiles.Length; i++) tiles[i] = tile;
    map.SetTilesBlock(bounds, tiles);
}

3. Clearing and refreshing

tilemap.SetTile(cell, null);   // null erases the tile at that cell
tilemap.RefreshTile(cell);     // re-evaluate just this cell's rule/animated neighbors (cheap)
// RefreshAllTiles() re-evaluates the ENTIRE map — reserve it for full regenerations, not per-edit.

Pitfalls

  • RuleTile type not found — it's not built in. Install the 2D Tilemap Extras package (com.unity.2d.tilemap.extras) via Package Manager.
  • A collider per tile tanks performance / leaves seams — add a CompositeCollider2D with a static Rigidbody2D and Used By Composite to merge the whole layer into one smooth shape.
  • Confusing world and cell coordinates — SetTile/GetTile take a Vector3Int cell, not a world position. Always convert with WorldToCell / CellToWorld.
  • Tiles render behind/in front of sprites unexpectedly — set each TilemapRenderer's Sorting Layer and Order in Layer; multiple tilemaps need explicit ordering.
  • Rule/animated tiles don't update after script edits — refresh after writes, but prefer the targeted RefreshTile(cell) for a few edits; RefreshAllTiles() re-evaluates every tile on the map and stalls large levels. Reserve the full refresh for whole-map regenerations.
  • Painting onto the wrong layer — the active target Tilemap in the Tile Palette determines where paint lands; check the "Active Tilemap" dropdown.

References

  • Primary docs: Unity Manual "Tilemaps" (https://docs.unity3d.com/Manual/tilemaps/work-with-tilemaps/tilemap-reference.html), ScriptReference/Tilemaps.Tilemap, and the 2D Tilemap Extras package manual (https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@6.0/manual/index.html) for Rule Tiles. (@6.0 is the version that ships with Unity 6.3 LTS; the old @1.6 docs are for Unity 2021-era projects.)

Related skills

  • level-design — engine-agnostic blockout, pacing, and tile layout practice.
  • procedural-gen — generating the tile data (noise, RNG, dungeons) you feed to SetTilesBlock.
  • platformer / roguelike — genres that compose this skill with movement and generation.

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