UnityEngine.TilemapModule Attribute to define the class as a grid brush and to make it available in the palette window. If set to true, brush will replace Unity built-in brush as the default brush in palette window. Only one class at any one time should set defaultBrush to true. Name of the default instance of this brush. Hide all asset instances of this brush in the tile palette window. Hide the default instance of brush in the tile palette window. Attribute to define the class as a grid brush and to make it available in the palette window. If set to true, brush will replace Unity built-in brush as the default brush in palette window. Name of the default instance of this brush. Hide all asset instances of this brush in the tile palette window. Hide the default instance of brush in the tile palette window. Attribute to define the class as a grid brush and to make it available in the palette window. If set to true, brush will replace Unity built-in brush as the default brush in palette window. Name of the default instance of this brush. Hide all asset instances of this brush in the tile palette window. Hide the default instance of brush in the tile palette window. Base class for authoring data on a grid with grid painting tools like paint, erase, pick, select and fill. Erases data on a grid within the given bounds. Grid used for layout. Target of the erase operation. By default the currently selected GameObject. The bounds to erase data from. Box fills tiles and GameObjects into given bounds within the selected layers. Grid used for layout. Target of box fill operation. By default the currently selected GameObject. The bounds to box fill data to. Changes the Z position of the GridBrushBase. Modify the Z position of GridBrushBase by this value. Erases data on a grid within the given bounds. Grid used for layout. Target of the erase operation. By default the currently selected GameObject. The coordinates of the cell to erase data from. Flips the grid brush in the given FlipAxis. Axis to flip by. CellLayout for flipping. Axis to flip tiles in the GridBrushBase by. Flip the brush in the X Axis. Flip the brush in the Y Axis. Flood fills data onto a grid given the starting coordinates of the cell. Grid used for layout. Targets of flood fill operation. By default the currently selected GameObject. Starting position of the flood fill. Move is called when user moves the area previously selected with the selection marquee. Grid used for layout. Target of the move operation. By default the currently selected GameObject. Source bounds of the move. Target bounds of the move. MoveEnd is called when user has ended the move of the area previously selected with the selection marquee. Layers affected by the move operation. Target of the move operation. By default the currently selected GameObject. Grid used for layout. MoveEnd is called when user starts moving the area previously selected with the selection marquee. Grid used for layout. Target of the move operation. By default the currently selected GameObject. Position where the move operation has started. Paints data into a grid within the given bounds. Grid used for layout. Target of the paint operation. By default the currently selected GameObject. The coordinates of the cell to paint data to. Picks data from a grid given the coordinates of the cells. Grid used for layout. Target of the paint operation. By default the currently selected GameObject. The coordinates of the cells to paint data from. Pivot of the picking brush. Resets Z position changes of the GridBrushBase. Rotates all tiles on the grid brush with the given RotationDirection. Direction to rotate by. CellLayout for rotating. Rotate tiles in the GridBrushBase in this direction. Rotates tiles clockwise. Rotates tiles counter-clockwise. Select an area of a grid. Grid used for layout. Targets of paint operation. By default the currently selected GameObject. Area to get selected. Tool mode for the GridBrushBase. Box Fill. Erase. Flood Fill. Move. Paint. Pick. Select. Class passed onto Tiles when information is queried from the Tiles. Returns the boundaries of the Tilemap in cell size. Returns the boundaries of the Tilemap in local space size. The origin of the Tilemap in cell position. The size of the Tilemap in cells. Gets the color of a Tile given the XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. Color of the Tile at the XYZ coordinate. Returns the component of type T if the GameObject of the tile map has one attached, null if it doesn't. The Component of type T to retrieve. Gets the Sprite used in a Tile given the XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. Sprite at the XYZ coordinate. Gets the Tile at the given XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. Tile placed at the cell. Gets the Tile of type T at the given XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. Tile of type T placed at the cell. Gets the Tile Flags of the Tile at the given position. Position of the Tile on the Tilemap. TileFlags from the Tile. Gets the transform matrix of a Tile given the XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. The transform matrix. Refreshes a Tile at the given XYZ coordinates of a cell in the :Tilemap. Position of the Tile on the Tilemap. Class for a default tile in the Tilemap. Color of the Tile. TileFlags of the Tile. GameObject of the Tile. Sprite to be rendered at the Tile. Matrix4x4|Transform matrix of the Tile. Enum for determining what collider shape is generated for this Tile by the TilemapCollider2D. The grid layout boundary outline is used as the collider shape for the Tile by the TilemapCollider2D. No collider shape is generated for the Tile by the TilemapCollider2D. The Sprite outline is used as the collider shape for the Tile by the TilemapCollider2D. Retrieves the tile rendering data for the Tile. Position of the Tile on the Tilemap. The Tilemap the tile is present on. Data to render the tile. This is filled with Tile, Tile.color and Tile.transform. Whether the call was successful. This returns true for Tile. A Struct for the required data for animating a Tile. The array of that are ordered by appearance in the animation. The animation speed. The start time of the animation. The animation will begin at this time offset. Base class for a tile in the Tilemap. Retrieves any tile animation data from the scripted tile. Position of the Tile on the Tilemap. The Tilemap the tile is present on. Data to run an animation on the tile. Whether the call was successful. Retrieves any tile rendering data from the scripted tile. Position of the Tile on the Tilemap. The Tilemap the tile is present on. Data to render the tile. Whether the call was successful. This method is called when the tile is refreshed. Position of the Tile on the Tilemap. The Tilemap the tile is present on. StartUp is called on the first frame of the running Scene. Position of the Tile on the Tilemap. The Tilemap the tile is present on. The GameObject instantiated for the Tile. Whether the call was successful. Represents the position and Tile information to change in a Tilemap. The color to set the Tile to. The position to change Tile properties at. The Tile to set on the Tilemap. The transform matrix to set the Tile to. A Struct for the required data for rendering a Tile. Color of the Tile. TileFlags of the Tile. GameObject of the Tile. Sprite to be rendered at the Tile. Matrix4x4|Transform matrix of the Tile. Flags controlling behavior for the TileBase. TileBase does not instantiate its associated GameObject in editor mode and instantiates it only during Play mode. Keeps the TileBase's associated GameObject in Play mode when replaced with another TileBase or erased All lock flags. TileBase locks any color set by brushes or the user. TileBase locks any transform matrix set by brushes or the user. No TileFlags are set. The Tilemap stores Sprites in a layout marked by a Grid component. The frame rate for all Tile animations in the Tilemap. Returns the boundaries of the Tilemap in cell size. The color of the Tilemap layer. The origin of the Tilemap in cell position inclusive of editor preview Tiles. The size of the Tilemap in cells inclusive of editor preview Tiles. Gets the Grid associated with this Tilemap. Gets the Grid associated with this Tilemap. Returns the boundaries of the Tilemap in local space size. Orientation of the Tiles in the Tilemap. Orientation Matrix of the orientation of the Tiles in the Tilemap. The origin of the Tilemap in cell position. The size of the Tilemap in cells. Gets the anchor point of Tiles in the Tilemap. Callback when Tiles on a Tilemap have changed. A callback set by a user to notify them when Tiles are changed on a Tilemap. Adds the TileFlags onto the Tile at the given position. Position of the Tile on the Tilemap. TileFlags to add (with bitwise or) onto the flags provided by Tile.TileBase. Does a box fill with the given Tile on the Tilemap. Starts from given coordinates and fills the limits from start to end (inclusive). Position of the Tile on the Tilemap. Tile to place. The minimum X coordinate limit to fill to. The minimum Y coordinate limit to fill to. The maximum X coordinate limit to fill to. The maximum Y coordinate limit to fill to. Clears all editor preview Tiles that are placed in the Tilemap. Clears all Tiles that are placed in the Tilemap. Compresses the origin and size of the Tilemap to bounds where Tiles exist. Returns true if the Tilemap contains the given Tile. Returns false if not. Tile to check. Whether the Tilemap contains the Tile. Removes cells from within the Tilemap's bounds. The target position to remove from. The number of columns, rows and layers of cells to remove. Removes cells from within the Tilemap's bounds. Target position to delete from. The number of columns to remove. The number of rows to remove. The number of layers of cells to remove. Does an editor preview of a box fill with the given Tile on the Tilemap. Starts from given coordinates and fills the limits from start to end (inclusive). Position of the Tile on the Tilemap. Tile to place. The start X coordinate limit to fill to. The start Y coordinate limit to fill to. The ending X coordinate limit to fill to. The ending Y coordinate limit to fill to. Does an editor preview of a flood fill with the given Tile to place. on the Tilemap starting from the given coordinates. Start position of the flood fill on the Tilemap. TileBase to place. Does a flood fill with the given Tile to place. on the Tilemap starting from the given coordinates. Start position of the flood fill on the Tilemap. Tile to place. Retrieves the current animation frame for a Tile at the given position. Grid cell position. Returns the current animation frame. Returns -1 when there is no animation for the Tile at the given position. Retrieves the number of animation frames for a Tile at the given position. Grid cell position. Returns the number of animation frames. Returns 0 when there is no animation for the Tile at the given position. Retrieves the current running animation time for a Tile at the given position. Grid cell position. Returns the running animation time in seconds. Gets the logical center coordinate of a Grid cell in local space. The logical center for a cell of the Tilemap is defined by the Tile Anchor of the Tilemap. Grid cell position. Returns the center of the cell transformed into local space coordinates. Gets the logical center coordinate of a Grid cell in world space. The logical center for a cell of the Tilemap is defined by the Tile Anchor of the Tilemap. Grid cell position. Returns the center of the cell transformed into world space coordinates. Gets the Collider type of a Tile given the XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. Collider type of the Tile at the XYZ coordinate. Gets the Color of a Tile given the XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. Color of the Tile at the XYZ coordinate. Gets the Color of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. Color of the editor preview Tile at the XYZ coordinate. Gets the Sprite used in an editor preview Tile given the XYZ coordinates of a cell in the Tilemap. Position of the editor preview Tile on the Tilemap. Sprite at the XYZ coordinate. Gets the editor preview Tile at the given XYZ coordinates of a cell in the Tilemap. Position of the editor preview Tile on the Tilemap. The editor preview Tile placed at the cell. Gets the editor preview Tile at the given XYZ coordinates of a cell in the Tilemap. Position of the editor preview Tile on the Tilemap. The editor preview Tile placed at the cell. Gets the TileFlags of the editor preview Tile at the given position. Position of the Tile on the Tilemap. TileFlags from the editor preview Tile. Gets the transform matrix of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap. Position of the editor preview Tile on the Tilemap. The transform matrix. Gets the GameObject instantiated by a Tile given the XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. GameObject instantiated by the Tile at the position. Gets the GameObject which will be instantiated by a Tile given the XYZ coordinates of a cell in the Tilemap. The position of the Tile on the Tilemap. Returns the GameObject to be instantiated by the Tile at the position. Gets the Sprite used in a Tile given the XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. Sprite at the XYZ coordinate. Gets the Tile at the given XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. Tilemaps.TileBase placed at the cell. Gets the Tile of type T at the given XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. Tilemaps.TileBase|Tile of type T placed at the cell. Gets the TileFlags of the Tile at the given position. Position of the Tile on the Tilemap. TileFlags from the Tile. Retrieves an array of Tiles with the given bounds. The bounds to retrieve from. The array of Tiles at the given bounds. Retrieves an array of Tiles with the given bounds. The bounds to retrieve from. The array of Tiles to contain the Tiles at the given bounds. Returns the number of Tiles retrieved, including null entries. Retrieves the number of Tiles within the given range, inclusive of the Cells at both the starting position and the ending positions. This method begins at the given starting position and iterates through all available Z Positions, then iterates through the X and Y positions until it reaches the ending position. The starting position of the range to retrieve Tiles from. The ending position of the range to retrieve Tiles from. Returns the number of Tiles within the given range. Retrieves an array of Tiles within the given range, inclusive of the Cells at both the starting position and the ending positions. This method begins at the given starting position and iterates through all available Z Positions, then iterates through the X and Y positions until it reaches the ending position. The starting position of the range to retrieve Tiles from. The ending position of the range to retrieve Tiles from. The positions of Tiles within the given range. The Tiles within the given range. Returns the number of positions and Tiles retrieved. Gets the transform matrix of a Tile given the XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. The transform matrix. Gets the total number of different Sprites used in the Tilemap. The total number of different Sprites used in the Tilemap. Fills the given array with the total number of different Sprites used in the Tilemap and returns the number of Sprites filled. The array to be filled. The number of Sprites filled. Gets the total number of different Tiles used in the Tilemap. The total number of different Tiles used in the Tilemap. Fills the given array with the total number of different Tiles used in the Tilemap and returns the number of Tiles filled. The array to be filled. The number of Tiles filled. Returns whether there is an editor preview Tile at the position. Position to check. Returns true if there is an Editor Preview Tile at the position. Returns false otherwise. Returns whether there is a Tile at the position. Position to check. Returns true if there is a Tile at the position. Returns false otherwise. Inserts cells into the Tilemap. The target position to insert at. The number of columns, rows or layers of cells to insert. Inserts cells into the Tilemap. The target position to insert at. The number of columns to insert. The number of rows to insert. The number of layers of cells to insert. Determines the orientation of Tiles in the Tilemap. Use a custom orientation to all tiles in the tile map. Orients Tiles in the XY plane. Orients Tiles in the XZ plane. Orients Tiles in the YX plane. Orients Tiles in the YZ plane. Orients Tiles in the ZX plane. Orients Tiles in the ZY plane. Refreshes all Tiles in the Tilemap. The Tilemap will retrieve the rendering data, animation data and other data for all tiles and update all relevant components. Refreshes a Tile at the given XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. Removes the TileFlags onto the Tile at the given position. Position of the Tile on the Tilemap. TileFlags to remove from the Tile. Resizes Tiles in the Tilemap to bounds defined by origin and size. Sets the current animation frame for a Tile at the given position. The grid cell position. The animation frame to set to. Sets the running animation time for a Tile at the given position. The grid cell position. The running animation time in seconds. Sets the Collider type of a Tile given the XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. Collider type to set the Tile to at the XYZ coordinate. Sets the color of a Tile given the XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. Color to set the Tile to at the XYZ coordinate. Sets the color of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap. Position of the editor preview Tile on the Tilemap. Color to set the editor preview Tile to at the XYZ coordinate. Sets an editor preview Tile given the XYZ coordinates of a cell in the Tilemap. Position of the editor preview Tile on the Tilemap. The editor preview Tile to be placed the cell. Sets the transform matrix of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap. Position of the editor preview Tile on the Tilemap. The transform matrix. Sets a Tile at the given XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. The Tile to be placed in the cell. Sets a Tile with additional properties at the given XYZ coordinates of a cell in the Tilemap. The Tile with additional properties to be placed in the cell. Whether to ignore Lock Flags set in the Tile's TileFlags when applying Color and Transform changes from TileChangeData. Sets the TileFlags onto the Tile at the given position. Position of the Tile on the Tilemap. TileFlags to add onto the Tile. Sets an array of Tiles at the given XYZ coordinates of the corresponding cells in the Tilemap. An array of positions of Tiles on the Tilemap. An array of Tiles to be placed. Sets an array of Tiles with additonal properties at the given XYZ coordinates of the corresponding cells in the Tilemap. The Color and Transform of the TileChangeData will take precedence over the values from the Tile. The array of Tiles with additional properties to place. Whether to ignore Lock Flags set in the Tile's TileFlags when applying Color and Transform changes from TileChangeData. Fills bounds with array of Tiles. Bounds to be filled. An array of Tiles to be placed. Sets the transform matrix of a Tile given the XYZ coordinates of a cell in the Tilemap. Position of the Tile on the Tilemap. The transform matrix. Swaps all existing Tiles of changeTile to newTile and refreshes all the swapped Tiles. Tile to swap. Tile to swap to. A Struct for containing changes to a Tile when it has been changed on a Tilemap. The position of the Tile on a Tilemap which has changed. The Tile at the given position on the Tilemap. The properties of the Tile at the given position on the Tilemap. Collider for 2D physics representing shapes defined by the corresponding Tilemap. The amount of Collider shapes each Tile extrudes to facilitate compositing with neighboring Tiles. This eliminates fine gaps between Tiles when using a CompositeCollider2D. This is calculated in Unity units within world space. Returns true if there are Tilemap changes that require processing for Collider updates. Returns false otherwise. Maximum number of Tile Changes accumulated before doing a full collider rebuild instead of an incremental rebuild. Processes Tilemap changes for Collider updates immediately, if there are any. The tile map renderer is used to render the tile map marked out by a component. Bounds used for culling of Tilemap chunks. Size in number of tiles of each chunk created by the TilemapRenderer. Returns whether the TilemapRenderer automatically detects the bounds to extend chunk culling by. Specifies how the Tilemap interacts with the masks. Maximum number of chunks the TilemapRenderer caches in memory. Maximum number of frames the TilemapRenderer keeps unused chunks in memory. The mode in which the TileMapRenderer batches the for rendering. Active sort order for the TilemapRenderer. Returns whether the TilemapRenderer automatically detects the bounds to extend chunk culling by. The TilemapRenderer will automatically detect the bounds of extension by inspecting the Sprite/s used in the Tilemap. The user adds in the values used for extend the bounds for culling of Tilemap chunks. Determines how the TilemapRenderer should batch the for rendering. Batches each Sprite from the Tilemap into grouped chunks to be rendered. Sends each Sprite from the Tilemap to be rendered individually. Sort order for all tiles rendered by the TilemapRenderer. Sorts tiles for rendering starting from the tile with the lowest X and the lowest Y cell positions. Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions. Sorts tiles for rendering starting from the tile with the lowest X and the highest Y cell positions. Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions. The Tilemap module implements the Tilemap class.