Version: 2019.2
タイルマップ
Tilemap Renderer

Grid

The Grid component is a guide which helps to align GameObjects based on a selected layout. The component transforms Grid cell positions to the corresponding local coordinates of the GameObject. The Transform component then converts these local coordinates to world space or global coordinates.

Grid component settings window
Grid component settings window
プロパティー 機能
Cell Size The size of a cell on the Grid.
Cell Gap Use this to define the size of gaps between cells on the Grid. You cannot set this to a negative value lower than Cell Size; if you do, Unity automatically resets it to the same values as the Cell Size, but as a negative number. For example, if Cell Size is 1, 1, 0 and you try to set Cell Gap to –2, –2, 0, Unity automatically changes Cell Gap to –1, –1, 0.
Cell Layout Use the drop-down to define the shape and arrangement of cells on the Grid.
Rectangle Cells are rectangular.
Hexagon Cells are hexagonal.
Isometric Cells are rhombus-shaped for an isometric layout.
Isometric Z as Y Similar to the Isometric Grid layout, but Unity converts the Z position of cells to their local Y coordinate.
Cell Swizzle Unity reorders the XYZ cell coordinates to the option you select for transform conversions. See the Wikipedia article on Swizzling for more details.
    XYZ The Grid component uses the default XYZ cell coordinates.
    XZY The Grid component swizzles the XYZ coordinates to XZY.
    YXZ The Grid component swizzles the XYZ coordinates to YXZ.
    YZX The Grid component swizzles the XYZ coordinates to YZX.
    ZXY The Grid component swizzles the XYZ coordinates to ZXY.
    ZYX The Grid component swizzles the XYZ coordinates to ZYX.
  • Tilemaps は 2017.2 で追加NewIn20172
タイルマップ
Tilemap Renderer