To create 3D height on an isometric tilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
See in Glossary, use either of the following methods:
Note: If you set the Mode of a tilemap to Chunk, tiles from multiple textures can sort incorrectly. To avoid this, pack all your tile sprites into a single spriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary atlas. For more information, refer to sprite atlases.
To add a new tilemap at a higher level of 3D height, follow these steps:
In an Isometric Z as Y tilemap, each tile has a z value that represents its 3D height. Unity adds the z value to the 2D y position of the sprite, to position it higher up in the scene.
Follow these steps:
Select the grid GameObject in the Hierarchy window, then in the Inspector window set Cell Layout to Isometric Z as Y.
In the 2D renderer asset, set the Transparency Sort Mode to Custom Axis.
Set the z value of Transparency Sort Axis to the z-axis sort value.
To calculate the z-axis sort value, take the y value of the Cell Size of the grid GameObject, multiply it by negative 0.5, then subtract 0.01. For example, if the y value of the grid is 0.5, the z-axis sort value is 0.5 × –0.5 - 0.01 = –0.26.
If you don’t set the z-axis sort value, tiles at higher 3D heights can render in front of tiles at lower 3D heights.
In the Tile Palette window, disable Lock Z Position.
Set Scene ViewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary Z Position to the 3D height you want to paint at. For example, set Scene View Z Position to 1 to paint tiles one unit above the ground.
You can also press - and + to increase and decrease the 3D height of the tile while you paint.
The Scene view displays a white outline of the tile at ground level, and a blue outline of the tile at the 3D height.
To remove a tile with the Erase tool, set Scene View Z Position to the same 3D height value as the tile you want to remove.
To adjust the gap between 3D height layers, select the grid GameObject and adjust the z value of the Cell Size property.
By default, tilemaps render in Chunk mode, which means that Unity renders multiple tiles together in single batches. This approach increases performance and ensures tiles sort correctly, but other objects in the scenes can’t appear between tiles at different depths.
To avoid this, follow these steps to set tilemaps to render in Individual mode:
Unity now 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.