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. 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. Rotates all tiles on the grid brush with the given RotationDirection. Direction to rotate by. Cell Layout for rotating. Direction to rotate tiles in the GridBrushBase by. 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 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. Position of the Tile on the Tilemap. Color of the at the XY 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. Position of the Tile on the Tilemap. Sprite at the XY coordinate. Gets the. Position of the Tile on the Tilemap. placed at the cell. Gets the. Position of the Tile on the Tilemap. 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. Gets the transform matrix of a. Position of the Tile on the Tilemap. The transform matrix. Refreshes a. 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. 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. 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 tile map stores component. The frame rate for all tile animations in the tile map. Returns the boundaries of the Tilemap in cell size. The color of the tile map layer. Gets the Grid associated with this tile map. Gets the Grid associated with this tile map. 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. 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. Starts from given coordinates and fills the limits from start to end (inclusive). Position of the Tile on the Tilemap. 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 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. Returns false if not. Tile to check. Whether the Tilemap contains the tile. Does a flood fill with the given starting from the given coordinates. Start position of the flood fill on the Tilemap. to place. Get the logical center coordinate of a grid cell in local space. Grid cell position. Center of the cell transformed into local space coordinates. Get the logical center coordinate of a grid cell in world space. Grid cell position. Center of the cell transformed into world space coordinates. Gets the collider type of a. Position of the Tile on the Tilemap. Collider type of the at the XY coordinate. Gets the color of a. Position of the Tile on the Tilemap. Color of the at the XY coordinate. Gets the. Position of the Tile on the Tilemap. GameObject instantiated by the Tile at the position. Gets the. Position of the Tile on the Tilemap. Sprite at the XY coordinate. Gets the. Position of the Tile on the Tilemap. Tilemaps.TileBase placed at the cell. Gets the. 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. Bounds to retrieve from. An array of at the given bounds. Gets the transform matrix of a. Position of the Tile on the Tilemap. The transform matrix. Get the total number of different. The total number of different. Fills the given array with the total number of different and returns the number of tiles filled. The array to be filled. The number of tiles filled. Returns whether there is a tile at the position. Position to check. True if there is a tile at the position. False if not. Determines the orientation of. 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. The tile map will retrieve the rendering data, animation data and other data for all tiles and update all relevant components. Refreshes a. 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 collider type of a. Position of the Tile on the Tilemap. Collider type to set the to at the XYZ coordinate. Sets the color of a. Position of the Tile on the Tilemap. Color to set the to at the XY coordinate. Sets a. Position of the Tile on the Tilemap. to be placed the cell. 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. An array of positions of Tiles on the Tilemap. An array of to be placed. Fills bounds with array of tiles. Bounds to be filled. An array of to be placed. Sets the transform matrix of a tile given the XYZ coordinates of a cell in the. 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. Collider for 2D physics representing shapes defined by the corresponding Tilemap. 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. 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. 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.