| Parameter | Description |
|---|---|
| allocator | The allocator type used to allocate the memory for the SpriteArray. The default value is Allocator.Temp. |
SpriteArray A SpriteArray containing the all unique Sprite assets used in the Tilemap.
Returns a SpriteArray containing the unique Sprite instances used in the Tilemap. The array is allocated using the given Allocator.
The Allocator must be either Allocator.Temp or Allocator.Persistent.
// Retrieves all used Sprites from a Tilemap and prints out the Sprite names to console using UnityEngine; using UnityEngine.Tilemaps;
public class TilemapExample1 : MonoBehaviour { void Start() { Tilemap tilemap = GetComponent<Tilemap>(); using var usedSprites = tilemap.GetUsedSprites(); // Will call SpriteArray.Dispose() once it is out of scope foreach (var sprite in usedSprites) { print(sprite.name); } } }
| Parameter | Description |
|---|---|
| memoryLabel | Memory label used for profiling and tracking this memory allocation in Unity. |
SpriteArray A SpriteArray containing the all unique Sprite assets used in the Tilemap.
Returns a SpriteArray containing the unique Sprite instances used in the Tilemap. The array is allocated using the given Allocator.
// Retrieves all used Sprites from a Tilemap and prints out the Sprite names to console using Unity.Collections; using UnityEngine; using UnityEngine.Tilemaps;
public class TilemapExample2 : MonoBehaviour { static readonly MemoryLabel kMemoryLabel = new MemoryLabel("TilemapExample", "Get", Allocator.Domain);
void Start() { Tilemap tilemap = GetComponent<Tilemap>(); using var usedSprites = tilemap.GetUsedSprites(kMemoryLabel); // Will call SpriteArray.Dispose() once it is out of scope foreach (var sprite in usedSprites) { print(sprite.name); } } }