Version: Unity 6.4 Alpha (6000.4)
LanguageEnglish
  • C#

Tilemap.GetUsedTiles

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Declaration

public Tilemaps.Tilemap.TileArray GetUsedTiles(Unity.Collections.Allocator allocator);

Parameters

Parameter Description
allocator The allocator type used to allocate the memory for the SpriteArray. The default value is Allocator.Temp.

Returns

TileArray A TileArray containing the all unique Tile instances used in the Tilemap.

Description

Returns a TileArray containing the unique Tile instances used in this Tilemap. The array is allocated using the given Allocator.

// Retrieves all used Tiles from a Tilemap and prints out the Tile names to console
using UnityEngine;
using UnityEngine.Tilemaps;

public class TilemapExample1 : MonoBehaviour { void Start() { Tilemap tilemap = GetComponent<Tilemap>(); using var usedTiles = tilemap.GetUsedTiles(); // Will call TileArray.Dispose() once it is out of scope foreach (var tile in usedTiles) { print(tile.name); } } }

Declaration

public Tilemaps.Tilemap.TileArray GetUsedTiles(Unity.Collections.MemoryLabel memoryLabel);

Parameters

Parameter Description
memoryLabel Memory label used for profiling and tracking this memory allocation in Unity.

Returns

TileArray TileArray containing the unique Tiles used in the Tilemap.

Description

Returns a TileArray allocated by the given MemoryLabel with the unique Tiles used in the Tilemap.

// Retrieves all used Tiles from a Tilemap and prints out the Tile 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 usedTiles = tilemap.GetUsedTiles(kMemoryLabel); // Will call TileArray.Dispose() once it is out of scope foreach (var tile in usedTiles) { print(tile.name); } } }