Version: 2020.3
Tilemap Renderer
Tilemap workflow

Tile Assets

TilesA simple class that allows a sprite to be rendered on a Tilemap. More info
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are AssetsAny media or data that can be used in your game or project. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
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that are arranged on TilemapsA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
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to construct a 2D environment. Each Tile references a selected 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
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, which is then rendered at the Tile’s location on the Tilemap Grid. Refer to the Creating Tiles documentation for information about preparing and importing Sprites for your Tiles, and the different methods for creating the Assets in the Editor.

Tile Asset icon
Tile Asset icon

Asset properties

Inspector window
Inspector window
Property Function
Preview Displays a visual preview of the selected Tile.
Sprite Select the Sprite to be rendered on this Tile. Click the circle icon to the right to open the object picker window to select from the available Sprite Assets, or drag a Sprite directly onto this box.
Color Tints the Sprite placed on this Tile with the selected Color. When set to white, the Sprite is rendered without a tint.
Collider Type Defines the shape of the ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
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generated for the Tile.
    None No Collider is generated.
    Sprite The Collider shape is generated based on the selected Sprite’s outline.
    Grid The Collider shape is based on a cell of the Tilemap. The shape of a cell depends on the Cell Layout of the Tilemap.

Collider Type’s effect on Collider generation

The Collider Type set in the Tile Asset’s properties affects the generation of Collider shapes for each Tile in the Tilemap. The component’s shape generation behavior corresponds to the Collider Types in the following ways:

Collider Type Function
None The Tilemap Collider 2D component does not generate any Collider shapes for this Tile.
Sprite The Tilemap Collider 2D component generates a Collider shape based on the Sprite assigned to the Tile. The Collider shape is based on the Custom Physics Shape set for the Sprite.
Grid The Tilemap Collider 2D component generates a Collider shape based on the shape of the Grid cell, which is determined by the selected Cell Layout of the Grid component.

  • Page content and screenshots updated for 2020.1 NewIn20201
  • Tilemaps added in 2017.2 NewIn20172
Tilemap Renderer
Tilemap workflow