For example, I have added some platform sprites as tiles. This will prompt you to give a name for the tile and a location to save the tile. To add tiles inside the palette, drag and drop any 2D sprite to the palette. Save the tile pallet inside the assets folder. To create a tile palette, open the tile palette window, go to Window > 2D > Tile Palette.Ĭlick on Create New Palette, set a name, grid shape and cell size. You can use a tile from the tile palette to paint on the tilemap. Similar to color palettes in photo editors, here we have tile palette. You can add multiple tilemaps in the similar way and use sorting layers to stack them over each other. Similarly, when you add a tilemap, it is added as a child of grid.
Whenever you add a UI component, it is added as a child of canvas. The Grid helps to align and manage the tilemap while the Tilemap component handles the actual painting of tiles. This will create a new game object in the scene with a Grid component and a child tilemap component. For the purpose of this tutorial, let’s go with rectangle. You can select any shape based on your requirement. Select GameObject from the top menu, then navigate to 2D Object, and choose Tilemap>Rectangular.Open your Unity project and go to the Hierarchy window.The local offset of the Tilemap Collider 2D geometry.To create a Tilemap game object, follow these steps: Select this check box to make the Tilemap Collider 2D be used by an attached Effector/s 2D. Instead, the properties are controlled by the attached Composite Collider 2D component. When Used by Composite is enabled, all properties except Offset are no longer available in the Tilemap Collider 2D component. Select this check box to make this Collider be used by an attached Composite Collider 2D. Select this check box to have the Tilemap Collider 2D behave as a trigger. More info See in Glossary, such as friction and bounce. Tilemap Collider 2D window PropertyĪ Physics Material that determines properties of collisions A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. This reduces the amount of calculations required. This can also improve the performance for the Tilemap Collider, because fewer individual Collider shapes are involved in a physics update. This smoothes out the corners and edges between the Collider shapes in neighbouring Tiles. To composite the Collider shapes of neighboring Tiles together, add both to the same Tilemap. Use this Collider in conjunction with the Composite Collider 2D component. Generates a Collider shape based on the shape of the Grid cell which is determined by the selected Cell Layout of the Grid component. The Collider shape can either be the custom physics shape set for the Sprite or an approximation generated from the outline of the Sprite. Generates a Collider shape based on the Sprite assigned to the Tile. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. No Collider shapes are generated for this Tile. The Collider shapes generated for each Tile in the Tilemap depend on the desired Collider type set in the Tile Asset. As you add or remove Tiles to or from the Tilemap component, the Tilemap Collider 2D updates the Collider shapes during LateUpdate. More info See in Glossary set in the corresponding Tilemap component.
More info See in Glossary shapes for each Tile A simple class that allows a sprite to be rendered on a Tilemap. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info See in Glossary to generate Collider An invisible shape that is used to handle physical collisions for an object. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. You can add the Tilemap Collider 2D component to the Tilemap A GameObject that allows you to quickly create 2D levels using tiles and a grid overlay.