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    Tilemap2D Module

    Tiny supports a subset of Unity Tilemap referred to as the Tilemap2D module. This document provides common use cases, an example, and a reference of Tilemap2D components.

    Use Cases and Examples

    This section demonstrates how to use the Tilemap2D module through common use cases and usage examples. If a use case or an example is similar to a topic in the Unity User Manual, a link is provided to the appropriate topic.

    Creating a 2D Tilemap

    1. Add a camera to your scene (an entity with a TransformNode and a Camera2D).
    2. Create Tiles using the same Unity workflow.
    3. Create an entity.
    4. Add a TransformNode component.
    5. Add a Tilemap component.
    6. Add a TilemapRenderer component.
    7. Edit the Tilemap directly on the Unity Scene view with the Tilemap Palette using the same Unity workflow.

    Please refer to the DungeonZ entity in the DungeonZ project for an example.

    If you change the TilemapRenderer color property or a Tile color property, you must set the rendering mode to WebGL.

    Example: DungeonZ

    The DungeonZ project found in Assets/UTinySamples covers the use of the Tilemap2D Module components. In the project, you will find examples about how to use Tiles and how to create a Tilemap using the Tile Palette.

    This table can be used to associate a Tilemap2D Component to an entity or an asset.

    Tilemap2D Components Entity Name Asset Name
    Tile CB-Temple-A_0 to CB-Temple-A_455
    Tilemap DungeonZ
    TilemapRenderer DungeonZ

    Components

    Tiny is built around small, lightweight components. This way you only pay for what you need. This design usually creates more component types to represent data held in a single Unity component, which can be confusing at first for some developers.

    This table can be used by Unity developers to associate familiar Unity concepts with Tiny.

    Unity Tilemap Component Tilemap2D Components
    Tile Assets Tile
    Tilemap, Grid Tilemap
    TilemapRenderer TilemapRenderer

    Tile

    • Unity Reference: Tile Assets

    Describes properties of a tile used by tilemaps. This component maps to a Unity Tile asset. It references a sprite and it can be arranged on a Tilemap.

    A Tilemap will contain an array of Tiles. Note that the Physics2D module does not interact with the Tile collider yet.

    Property Description
    color Used to tint the material. Requires: Rendering mode to WebGL.
    sprite The sprite that is used by this tile asset to be rendered.
    colliderType Tile's collider shape. Defaults to None. Options are: None, Sprite, Grid.

    Tilemap

    • Requires: TilemapRenderer
    • Unity Reference: Grid, Tilemap

    The Tilemap allows you to create 2D levels using tiles and a grid overlay. It also stores the Tiles as a list of TileData. This component determines the tilemap cells layout (e.g. properties of the grid to be draw onto).

    To paint on the Tilemap, you can follow the same Unity workflow with the Tile Palette. Note that the Tilemap references tiles as opposed to sprites directly. Cell swizzling is not supported yet.

    Property Description
    anchor Anchor point of each tile within its grid cell. The normalized position (X and Y coordinates) 0,0 corresponds to anchoring to the lower left of the cell, while 1,1 corresponds to anchoring in the upper right corner of the cell. Defaults to 0.5 for the x and y axis.
    position Position of each tile within its grid cell relative to anchor.
    rotation Rotation of each tile within its grid cell relative to anchor.
    scale Scale of each tile within its grid cell relative to anchor.
    cellSize Size in pixels of each cell in the Tilemap grid.
    cellGap Size in pixels of the gap between each cell in the Tilemap grid.

    TilemapRenderer

    • Requires: Tilemap
    • Unity Reference: TilemapRenderer

    Defines how a Tilemap is rendered.

    In order for the color property to work, the rendering mode must be set to WebGL.

    Property Description
    color Color of the Tilemap layer. Requires: Rendering mode to WebGL.

    Systems

    TilemapChunkingSystem

    • Updates Before: Shared.RenderingFence

    Verifies if Tilemap is valid to render (valid sprites and tiles). Creates chunks of tiles so that sprites are grouped and rendered as a whole.

    Enums

    TileColliderType

    Describes the different collider type for tiles. See Tilemaps and Physics2D for a good reference on the interaction between tile's collider and Physics2D.

    This feature is not supported yet.

    Value Description
    None No collider shape is generated for the Tile.
    Sprite The Sprite outline is used as the collider shape for the Tile.
    Grid The grid layout boundary outline is used as the collider shape for the Tile.

    Structs

    TileData

    Contains information about a Tile instance and its position in a Tilemap. Data required for rendering a Tile.

    Property Description
    position Position of the tile in the Tilemap.
    tile Reference to an entity with a Tile component. Tile to display.
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