Version: 2018.4
Scriptable Brushes

Scriptable Tiles

Creating Scriptable Tiles

Create a new class inheriting from TileBase (or any useful sub-classes of TileBase, like Tile). Override any required methods for your new Tile class. The following are the usual methods you would override:

  • RefreshTile determines which Tiles in the vicinity are updated when this Tile is added to the TilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
    See in Glossary
  • GetTileData determines what the Tile looks like on the Tilemap.

Create instances of your new class using ScriptableObject.CreateInstance<YOUR_TILE_CLASS>(). You may convert this new instance to an Asset in the Editor in order to use it repeatedly by calling AssetDatabase.CreateAsset().

You can also make a custom editor for your Tile. This works the same way as custom editors for scriptable objects.

Remember to save your project to ensure that your new Tile AssetsAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary
are saved!

  • 2017–09–06 Page published
Scriptable Brushes
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