When you create a new tile palette, you must configure its properties before the tile palette asset can be created.
Property | Function |
---|---|
Name | Provide a name for the created Tile Palette Asset. |
Grid | Select the Grid layout the created Tile Palette will be used to paint on. |
Rectangle | Select this if creating a Palette for the default rectangular TilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info See in Glossary. |
Hexagon | Select this when creating a Palette for a Hexagonal Tilemap. |
Isometric | Select this when creating a Palette for a Isometric Tilemap. Refer to Creating a Tile Palette for an Isometric Tilemap for more information. |
Isometric Z as Y | Select this when creating a Palette for a Isometric Z as Y Tilemap. Refer to Creating a Tile Palette for an Isometric Tilemap for more information. |
Hexagon Type (only available when the Hexagon Grid type is selected) | Select the type of Hexagonal Tilemap that the Palette will be used to paint on. Refer to the documentation on Hexagonal Tilemaps for more information. |
Cell Size | The size of a cell that the Tiles are painted on. |
Automatic | The Cell Size is automatically set in Unity unitsThe unit size used in Unity projects. By default, 1 Unity unit is 1 meter. To use a different scale, set the Scale Factor in the Import Settings when importing assets. See in Glossary and based on the size of the 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 used to create the Tile Assets. If there are multiple Tiles, the Cell Size is adjusted to match the first Tile from the bottom left of the Palette, so that it fits exactly on a cell. |
Manual | Select this option to input custom size values. |
Sort Mode | Determines the transparency sort mode of Renderers in the Tile Palette. |
Default | The default transparency Sort Mode. This mode is determined by the Graphics Settings of the project. |
Orthographic | Select this mode to sort Renderers based on the perpendicular distance from the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info See in Glossary to a Renderer in the Tile Palette. |
Perspective | Select this mode to sort Renderers based on the direct distance from the camera to a Renderer in the Tile Palette. |
Custom Axis Sort | Select this mode to sort objects based on their distance along a custom axis. |
Sort Axis | Set the XYZ values for the sorting axis, if the Sort Mode is set to Custom Axis Sort. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.