| Parameter | Description |
|---|---|
| position | The area to fill. |
| tileArray | The array of Tiles to be placed. |
Fills an area with array of Tiles.
This method is a faster way to set multiple tiles in an area than calling SetTile for each tile.
The bounds size must match the array size. For example bounds of 1x2x3 needs an array length of 6.
// Fill area on Tilemap with checkerboard pattern of tileA and tileB using UnityEngine; using UnityEngine.Tilemaps;
public class ExampleClass : MonoBehaviour { public TileBase tileA; public TileBase tileB; public BoundsInt area;
void Start() { TileBase[] tileArray = new TileBase[area.size.x * area.size.y * area.size.z]; for (int index = 0; index < tileArray.Length; index++) { tileArray[index] = index % 2 == 0 ? tileA : tileB; } Tilemap tilemap = GetComponent<Tilemap>(); tilemap.SetTilesBlock(area, tileArray); } }
Refer to Scriptable Tiles and Tilemap for more information.
| Parameter | Description |
|---|---|
| position | The area to fill. |
| tileArray | The array of Tiles to place. |
Fills an area with an array of Tiles.
This method is a faster way to set multiple tiles in an area than calling SetTile for each tile.
The bounds size must match the array size. For example bounds of 1x2x3 needs an array length of 6.
// Fill area on Tilemap with checkerboard pattern of tileA and tileB using UnityEngine; using UnityEngine.Tilemaps; using Unity.Collections;
public class ExampleClass_Native : MonoBehaviour { public TileBase tileA; public TileBase tileB; public BoundsInt area;
void Start() { Tilemap.TileArray tileArray = new Tilemap.TileArray(area.size.x * area.size.y * area.size.z, Allocator.Temp); for (int index = 0; index < tileArray.Length; index++) { tileArray[index] = index % 2 == 0 ? tileA : tileB; } Tilemap tilemap = GetComponent<Tilemap>(); tilemap.SetTilesBlock(area, tileArray); } }