TilesA simple class that allows a sprite to be rendered on a Tilemap. More info
See in Glossary are AssetsAny media or data that can be used in your game or project. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary that are arranged on TilemapsA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
See in Glossary to construct a 2D environment. Each Tile references a selected SpriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary, which is then rendered at the Tile’s location on the Tilemap Grid. Refer to the Creating Tiles documentation for information about preparing and importing Sprites for your Tiles, and the different methods for creating the Assets in the Editor.
|Preview||Displays a visual preview of the selected Tile.|
|Sprite||Select the Sprite to be rendered on this Tile. Click the circle icon to the right to open the object picker window to select from the available Sprite Assets, or drag a Sprite directly onto this box.|
|Color||Tints the Sprite placed on this Tile with the selected Color. When set to white, the Sprite is rendered without a tint.|
|Collider Type||Defines the shape of the ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary generated for the Tile.
|None||No Collider is generated.|
|Sprite||The Collider shape is generated based on the selected Sprite’s outline.|
|Grid||The Collider shape is based on a cell of the Tilemap. The shape of a cell depends on the Cell Layout of the Tilemap.|