Explore the properties you can use to customize how Unity renders the tiles on a tilemap. Unity creates a Tilemap Renderer component automatically when you create a tilemap. For more information, refer to Paint tiles into the scene.
| Property | Description |
|---|---|
| Sort Order | Sets the order Unity uses to render the tiles. The options are:
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| Mode | Sets how Unity renders multiple tiles. For more information, refer to Add 3D height to an isometric tilemap and Sorting sprites. The options are:
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| Detect Chunk Culling Bounds | Determines the boundary Unity uses to determine whether a group of tiles is visible to the camera. The options are:
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| Chunk Culling Bounds | Sets how far to extend the culling boundary in units. This property is available only if you set Detect Chunk Culling Bounds to Manual. |
| Mask Interaction | Sets how a sprite maskA texture which defines which areas of an underlying image to reveal or hide. More info See in Glossary affects tiles. The options are:
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| Material | Sets the material for tiles. The default material is Sprite-Lit-Default. To set the material, drag a material from the Project window, or select the picker (⊙). |
| Property | Description |
|---|---|
| Sorting Layer | Sets which layer the tiles belong to, which determines when Unity renders them. Unity renders layers in the order of the list in the Tags and layers window. Select an existing layer, or select Add Layer to add a new sorting layer. For more information, refer to Change the sorting order of 2D GameObjects. |
| Order in Layer | Sets which sublayer the tiles belong to within the Sorting Layer. Unity renders lower values before higher values. For more information, refer to Change the sorting order of 2D GameObjects. |
| Rendering Layer Mask | Sets which rendering layers the tiles belong to. For more information, refer to Rendering Layers in URP. |