Version: 2018.1
public bool GetTileAnimationData (Vector3Int position, Tilemaps.ITilemap tilemap, ref Tilemaps.TileAnimationData tileAnimationData);


positionPosition of the Tile on the Tilemap.
tilemapThe Tilemap the tile is present on.
tileAnimationDataData to run an animation on the tile.


bool Whether the call was successful.


Retrieves any tile animation data from the scripted tile.

Implement this and fill in the TileAnimationData to have the Tilemap run an animation for the tile.

using UnityEngine;
using UnityEngine.Tilemaps;

// Tile that plays an animated loops of sprites [CreateAssetMenu] public class AnimatedTile : TileBase { public Sprite[] m_AnimatedSprites; public float m_AnimationSpeed = 1f; public float m_AnimationStartTime;

public override void GetTileData(Vector3Int location, ITilemap tileMap, ref TileData tileData) { if (m_AnimatedSprites != null && m_AnimatedSprites.Length > 0) { tileData.sprite = m_AnimatedSprites[m_AnimatedSprites.Length - 1]; } }

public override bool GetTileAnimationData(Vector3Int location, ITilemap tileMap, ref TileAnimationData tileAnimationData) { if (m_AnimatedSprites != null && m_AnimatedSprites.Length > 0) { tileAnimationData.animatedSprites = m_AnimatedSprites; tileAnimationData.animationSpeed = m_AnimationSpeed; tileAnimationData.animationStartTime = m_AnimationStartTime; return true; } return false; } }