Unity tilemap 2d
Skill gamedev-skills/awesome-gamedev-agent-skills/skills/unity/unity-tilemap-2d
Build and script 2D tilemaps in Unity 6: 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.From its SKILL.md
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Unity 2D Tilemap
Author and script tile-based 2D levels in Unity 6 with the Grid/Tilemap system, the Tile
Palette, colliders, and runtime painting. Targets Unity 6 (6000.0 LTS).
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 usingRuleTile.
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
GridwithTilemapchildren, or*.assettile/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
- Create the grid: GameObject → 2D Object → Tilemap → Rectangular. This makes a
Gridwith a childTilemap(+TilemapRenderer). Use one Tilemap per layer (background, ground, foreground) and set each renderer's sorting. - Open the Tile Palette (Window → 2D → Tile Palette), drag in a sliced sprite sheet to
create
Tileassets, then paint with the brush tools. - Add collision to the solid layer:
TilemapCollider2D. For one merged collider (far cheaper and gap-free), also addCompositeCollider2D(+ aRigidbody2Dset to Static) and enable Used By Composite on the tilemap collider. - Auto-tile with Rule Tiles (2D Tilemap Extras) so edges/corners pick the right sprite automatically instead of hand-placing every variant.
- Edit at runtime via script with cell coordinates (
Vector3Int):SetTile,GetTile,SetTilesBlock, converting world↔cell with theGrid/Tilemap. - Verify in Play mode: confirm collisions (Physics Debugger), sorting order, and that
RefreshAllTilesran after bulk edits.
Patterns
1. Painting tiles at runtime (cell coordinates)
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)
// 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
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
RuleTiletype 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
CompositeCollider2Dwith a staticRigidbody2Dand Used By Composite to merge the whole layer into one smooth shape. - Confusing world and cell coordinates —
SetTile/GetTiletake aVector3Intcell, not a world position. Always convert withWorldToCell/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/[email protected]/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 toSetTilesBlock.platformer/roguelike— genres that compose this skill with movement and generation.
What ships with it
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