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    Auto Tile Inspector window reference

    Explore the properties and settings you use to paint an environment using a spritesheet of floor layouts.

    For more information, refer to Create an auto tile.

    Property Description
    Default Sprite Sets the sprite Unity paints if the surrounding tiles don't match any of the masks in the Used Textures section.
    Default GameObject Sets the prefab Unity adds if the surrounding tiles don't match any of the masks in the Used Textures section. Drag a prefab from the Project window to this property. You can't drag an existing instance of a GameObject from the Hierarchy window.
    Tile Collider Sets the shape Unity uses to check for collisions with the tile. The options are:
    • None: The tile doesn't collide with anything.
    • Sprite: Unity uses the shape from the Custom Physics Shape tab of the Sprite Editor window.
    • Grid: Unity uses the shape of the tilemap cell.
    Has Physics Shape Checks whether the Sprite used has a physics shape. If not, Unity sets Tile Collider to None.
    Mask Type Sets the number of surrounding tiles Unity checks to identify a floor layout. The options are:
    • Mask_2x2: Checks the group of 4 tiles that the tile is part of. There are 16 possible floor layouts.
    • Mask_3x3: Checks the group of 8 tiles that the tile is part of. There are 48 possible floor layouts.
    Random Randomly picks a sprite if multiple sprites have the same mask. Otherwise, uses the first sprite with the mask.
    Used Textures Sets the number of textures.
    Textures Displays the textures the auto tile uses. To select a texture, drag a texture from the Project window, or select the picker (⊙).
    Add (+) Adds a new texture.
    Remove (-) Removes the last texture in the list.
    Load Loads a mask template asset you saved with the Save button.
    Save Saves the masks as a template asset, so you can reuse the masks for another texture, for example another tilesheet with the same layout for a different level of your game.
    Scale Zooms the texture in the Inspector window.

    Texture

    The texture area displays the texture, with a grey outline for each sprite in the texture. Click on a sprite to draw red squares that indicate the layout of the floor for that sprite. For example, if your texture has 2 × 2 floor layouts, draw an L shape of red squares for the layout that has a corner wall. For more information, refer to Create an auto tile.

    Unity outlines tiles in red if they duplicate the same layout.

    Example 2 × 2 layout

    The following layout includes all 16 possible floor layouts if you set Mask Type to Mask_2x2. The red squares indicate the floor for each sprite, and the non-red squares indicate walls.

    This example is adapted from the Auto Tile (3 × 3) package sample. For more information, refer to Sample projects.

    Example 3 × 3 layout

    The following layout includes all 48 possible floor layouts if you set Mask Type to Mask_3x3. The red squares indicate the floor for each sprite, and the non-red squares indicate walls.

    This example is from the Auto Tile (3 × 3) package sample. For more information, refer to Sample projects.

    Additional resources

    • Create an auto tile
    • Create a rule tile
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