| Parameter | Description |
|---|---|
| allocator | The allocator type used to allocate the memory for the SpriteArray. The default value is Allocator.Temp. |
Returns a TileArray containing the unique Tile instances used in this Tilemap. The array is allocated using the given Allocator.
The Allocator must be either Allocator.Temp, Allocator.Domain or Allocator.Persistent.
// 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); } } }
| Parameter | Description |
|---|---|
| memoryLabel | Memory label used for profiling and tracking this memory allocation in Unity. |
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); } } }