Version: Unity 6.6 Alpha (6000.6)
Language : English
Tilemap component reference
Tile asset Inspector window reference

Tilemap Renderer component reference

Explore the properties you can use to customize how Unity renders the tiles on a tilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
See in Glossary
. 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:
  • Bottom Left: Renders tiles starting from the bottom left of the tilemap, and ending at the top right. This is the default.
  • Bottom Right: Renders tiles starting from the bottom right of the tilemap, and ending at the top left.
  • Top Left: Renders tiles starting from the top left of the tilemap, and ending at the bottom right.
  • Top Right: Renders tiles starting from the top right of the tilemap, and ending at the bottom left.
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:
  • Chunk: Renders multiple tiles together in single batches. This approach increases performance and ensures tiles sort correctly, but other objects in the scene can’t appear between tiles at different depths. This mode isn’t compatible with the Scriptable Render Pipeline Batcher.
  • Individual: Sorts tiles and sprites together, so characters and other objects can appear between tiles at different depths. Individual mode can reduce performance, because Unity renders each sprite individually on the tilemap.
  • SRP Batch: Renders multiple tiles together in single batches using the Scriptable Render Pipeline Batcher. This approach improves performance.
Detect Chunk Culling Bounds Determines the boundary Unity uses to determine whether a group of tiles is visible to the camera. The options are:
  • Auto: Unity uses the tile sprites to estimate the boundary.
  • Manual: Enables Chunk Culling Bounds so you can set the boundary size manually. Use this option if Auto results in Unity culling large sprites.
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:
  • None: Ignores sprite masks.
  • Visible Inside Mask: Renders only the parts of tiles that overlap with the sprite mask.
  • Visible Outside Mask: Renders only the parts of tiles that don’t overlap with the sprite mask.
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 ().

Additional settings

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 MaskA value defining which layers to include or exclude from an operation, such as rendering, collision or your own code. More info
See in Glossary
Sets which rendering layers the tiles belong to. For more information, refer to Rendering Layers in URP.

Additional resources

Tilemap component reference
Tile asset Inspector window reference