Tilemap component reference
Tilemap Collider 2D component reference
Tilemap Renderer component reference
Control how Unity renders the tiles placed on the tilemap.
When you create a tilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
See in Glossary, Unity automatically attaches the Tilemap Renderer component to the tilemap GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary created. The component determines how Unity renders the tiles that you place on that tilemap by using the following property settings.
Properties
Property |
Description |
Sort Order |
Select the direction that Unity sorts the tiles on the selected tilemap from. |
Mode |
Select the rendering mode of the Renderer:
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Chunk: Groups the tiles by their location and sprite textures, and batching them together for rendering. Groups with the same textures can be dynamically batched together regardless of their position in the chosen Sort Order. Select this mode for the best rendering performance.
Note: This mode isn’t compatible with the Scriptable Render Pipeline Batcher.
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Individual: The Renderer renders each tile individually, taking into account their location and position in the Sort Order. This mode enables the sprites on the tiles to interact with other Renderers in the scene or with a Custom Sorting Axis.
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SRP Batch: Makes the Tilemap Renderer component compatible with the Scriptable Render Pipeline Batcher, once the compatibility requirements are also met. This rendering mode groups tiles by their location and the textures used by their sprites, and batching them together for rendering. Groups with the same textures will be dynamically batched together only if they’re next to each other in the chosen Sort Order.
Note: This mode is only supported in the Universal Render Pipeline version 15 and up.
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Detect Chunk Culling Bounds |
Select the way the Renderer detects the bounds used for the culling of tilemap chunks. These bounds expand the boundary of tilemap chunks to ensure that oversize sprites aren’t clipped during culling:
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Auto: The Renderer automatically inspects the sprites used by the tiles to determine the expanded culling bounds to use.
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Manual: The values used to extend the bounds for culling of the tilemap chunks are manually set instead of with the Editor’s automatic detection.
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Chunk Culling Bounds |
This property is visible only when Detect Chunk Culling Bounds is set to Manual: -
XYZ: Enter the values (in Unity units) to extend the culling bounds by.
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Mask Interaction |
Set how the Tilemap Renderer behaves when it interacts with a Sprite MaskA texture which defines which areas of an underlying image to reveal or hide. More info See in Glossary:
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None: The Tilemap Renderer doesn’t interact with any Sprite Mask in the scene. This is the default option.
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Visible Inside Mask: The Tilemap Renderer only render areas of the tilemap that the Sprite Mask overlaps.
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Visible Outside Mask: The Tilemap Renderer renders the entire tilemap but subtract the areas that the Sprite Mask overlaps.
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Material |
Select the material used to render 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 textures. |
Additional Settings
Expand Additional Settings for more settings that affect the Tilemap Renderer in a Sorting Layer.
Property |
Description |
Sorting Layer |
Select an existing Sorting Layer from the Sorting Layer dropdown or create a new Sorting Layer for this tilemap. |
Order in Layer |
Set the render priority of the tilemap within its Sorting Layer. Unity renders lower numbered layers first, and higher numbered layers overlap those below. |
Rendering Layer Mask |
Select the layers that can interact with the Tilemap Renderer:
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Default: The tilemap uses the default rendering layer mask and will be affected by all lights and effects set to the default rendering layer.
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Everything: The tilemap will be included in all rendering layers, and will be affected by any light or effect regardless of the rendering layer.
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None: The tilemap is not included in any rendering layers and isn’t affected by any lights or effects.
You can create additional rendering layers in Unity’s Tags and Layers Project Settings. These additional layers will appear as options here. Note: This option is only available if you are using the Universal Render Pipeline or the High Definition Render Pipeline. |
Additional resources
Tilemap component reference
Tilemap Collider 2D component reference