--- name: unity-tilemap-2d description: > Build and script 2D tilemaps in Unity 6.3 LTS: the Grid + Tilemap components, the Tile Palette, tilemap colliders, rule tiles, and runtime SetTile/GetTile painting. Use when painting tile levels, adding a TilemapCollider2D, using rule or animated tiles, generating tilemaps from code, or when the user mentions Unity tilemap, tile palette, rule tile, or Grid. --- # Unity 2D Tilemap Author and script tile-based 2D levels in Unity 6.3 LTS with the `Grid`/`Tilemap` system, the Tile Palette, colliders, and runtime painting. Targets **Unity 6.3 LTS (6000.3)**. > **Package note:** the core Tilemap (`Grid`, `Tilemap`, `Tile`, `TilemapCollider2D`) is > built in. **Rule Tiles, Animated Tiles, and Tile Palette brushes live in the separate > "2D Tilemap Extras" package (`com.unity.2d.tilemap.extras`)** — install it via Package > Manager before using `RuleTile`. ## When to use - Use when laying out a 2D level by painting tiles, setting up a `Grid` + `Tilemap`, adding collision to the map, using auto-tiling Rule Tiles, or generating/editing tiles from script. - Use when scenes contain a `Grid` with `Tilemap` children, or `*.asset` tile/palette files. **When _not_ to use:** level _design_ practice (pacing, blockout, layout principles) → `level-design`. 3D tile/grid placement → Unity's own 3D tooling (ProBuilder / grid brushes; no dedicated skill here). The platformer character that moves over the tiles → `platformer` / `unity-physics`. ## Core workflow 1. **Create the grid:** GameObject → 2D Object → Tilemap → Rectangular. This makes a `Grid` with a child `Tilemap` (+ `TilemapRenderer`). Use one Tilemap per layer (background, ground, foreground) and set each renderer's sorting. 2. **Open the Tile Palette** (Window → 2D → Tile Palette), drag in a sliced sprite sheet to create `Tile` assets, then paint with the brush tools. 3. **Add collision** to the solid layer: `TilemapCollider2D`. For one merged collider (far cheaper and gap-free), also add `CompositeCollider2D` (+ a `Rigidbody2D` set to **Static**) and enable _Used By Composite_ on the tilemap collider. 4. **Auto-tile with Rule Tiles** (2D Tilemap Extras) so edges/corners pick the right sprite automatically instead of hand-placing every variant. 5. **Edit at runtime via script** with cell coordinates (`Vector3Int`): `SetTile`, `GetTile`, `SetTilesBlock`, converting world↔cell with the `Grid`/`Tilemap`. 6. **Verify** in Play mode: confirm collisions (Physics Debugger), sorting order, and that `RefreshAllTiles` ran after bulk edits. ## Patterns ### 1. Painting tiles at runtime (cell coordinates) ```csharp using UnityEngine; using UnityEngine.Tilemaps; public class TilePainter : MonoBehaviour { [SerializeField] private Tilemap tilemap; // assign the target Tilemap [SerializeField] private TileBase groundTile; // World position -> cell, then place a tile. public void PaintAt(Vector3 worldPos) { Vector3Int cell = tilemap.WorldToCell(worldPos); tilemap.SetTile(cell, groundTile); } public bool IsSolid(Vector3 worldPos) => tilemap.GetTile(tilemap.WorldToCell(worldPos)) != null; } ``` ### 2. Bulk fill a region (faster than per-cell `SetTile`) ```csharp // SetTilesBlock writes a whole BoundsInt in one call — use it for procedural rooms/floors. public void FillFloor(Tilemap map, TileBase tile, int width, int height) { var bounds = new BoundsInt(0, 0, 0, width, height, 1); var tiles = new TileBase[width * height]; for (int i = 0; i < tiles.Length; i++) tiles[i] = tile; map.SetTilesBlock(bounds, tiles); } ``` ### 3. Clearing and refreshing ```csharp tilemap.SetTile(cell, null); // null erases the tile at that cell tilemap.RefreshTile(cell); // re-evaluate just this cell's rule/animated neighbors (cheap) // RefreshAllTiles() re-evaluates the ENTIRE map — reserve it for full regenerations, not per-edit. ``` ## Pitfalls - **`RuleTile` type not found** — it's not built in. Install the **2D Tilemap Extras** package (`com.unity.2d.tilemap.extras`) via Package Manager. - **A collider per tile tanks performance / leaves seams** — add a `CompositeCollider2D` with a static `Rigidbody2D` and _Used By Composite_ to merge the whole layer into one smooth shape. - **Confusing world and cell coordinates** — `SetTile`/`GetTile` take a `Vector3Int` _cell_, not a world position. Always convert with `WorldToCell` / `CellToWorld`. - **Tiles render behind/in front of sprites unexpectedly** — set each `TilemapRenderer`'s Sorting Layer and Order in Layer; multiple tilemaps need explicit ordering. - **Rule/animated tiles don't update after script edits** — refresh after writes, but prefer the targeted `RefreshTile(cell)` for a few edits; `RefreshAllTiles()` re-evaluates every tile on the map and stalls large levels. Reserve the full refresh for whole-map regenerations. - **Painting onto the wrong layer** — the active target Tilemap in the Tile Palette determines where paint lands; check the "Active Tilemap" dropdown. ## References - Primary docs: Unity Manual "Tilemaps" (`https://docs.unity3d.com/Manual/tilemaps/work-with-tilemaps/tilemap-reference.html`), `ScriptReference/Tilemaps.Tilemap`, and the 2D Tilemap Extras package manual (`https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@1.6/manual/index.html`) for Rule Tiles. ## Related skills - `level-design` — engine-agnostic blockout, pacing, and tile layout practice. - `procedural-gen` — generating the tile data (noise, RNG, dungeons) you feed to `SetTilesBlock`. - `platformer` / `roguelike` — genres that compose this skill with movement and generation.