Version: 2018.3
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Tilemap

The Tilemap component is a system which stores and handles Tile Assets for creating 2D levels. It transfers the required information from the Tiles placed on it to other related components such as the Tilemap Renderer and the Tilemap Collider 2D.

Use this component with the Grid component, or a parent Grid GameObject, to lay out Tiles on the associated Grid. When creating a Tilemap (menu: GameObject > 2D Object > Tilemap), Unity automatically creates a Grid GameObject and sets it as the parent of a child Tilemap GameObject.

To modify and place Tiles onto a Tilemap, open the Tile Palette (menu: Window > 2D > Tile Palette). Refer to the documentation on Tile Palette and Painting Tilemaps for more information.

Tilemap property window
Tilemap property window
Property Function
Animation Frame Rate The rate at which Unity plays Tile animations. Increasing or decreasing this changes the speed by the equivalent factor (for example, if you set this to 2, Unity plays Tile animations at double the speed).
Color Tints the Tiles on this Tilemap with the selected Color. When set to white, Unity renders the Tiles with no tint.
Tile Anchor The anchoring offset of a Tile on this Tilemap. Adjust the position values to offset the cell position of the Tile on the associated Grid.
Orientation The orientation of Tiles on the Tilemap. Use this if you need to orientate Tiles on a specific plane (particularly in a 3D view).
    XY Unity orients tiles on the XY plane.
    XZ Unity orients tiles on the XZ plane.
    YX Unity orients tiles on the YX plane.
    YZ Unity orients tiles on the YZ plane.
    ZX Unity orients tiles on the ZX plane.
    ZY Unity orients tiles on the ZY plane.
    Custom Unity lays out tiles based on the custom orientation matrix settings set by the parameters below, which become editable when you select this option.
Position Displays the position offset of the current orientation matrix.
You can only edit this property when the Tilemap’s Orientation is set to Custom.
Rotation Rotation of the current orientation matrix.
You can only edit this property when the Tilemap’s Orientation is set to Custom.
Scale Scale of the current orientation matrix.
You can only edit this property when the Tilemap’s Orientation is set to Custom.

Tilemap Workflow

Below is the general workflow to create and paint a Tilemap:

  1. Create a Tilemap GameObject. A Grid GameObject is also created automatically in the process.
  2. Create Tile Assets directly, or generate Tiles from Sprites.
  3. Create a Tile Palette with selected Tile Assets.
  4. Paint on a Tilemap with your Tile Palette.
  5. Optionally, attach the Tilemap Collider component to your Tilemaps to have them interact with Physics2D.

Unity also supports specialized types of Tilemaps such as Hexagonal and Isometric Tilemaps. Refer to the documentation on their respective pages for their specific workflows.

2D extras in GitHub

You can download examples of scripted Tiles and Brushes from the 2D Extra GitHub repository. Example projects with these scripted GameObjects are availalbe in the 2D Techdemos Github repository. For descriptions of the different scripts and usage information, refer to the README.md for each repository.


  • Isometric Tilemap functionality added in Unity 2018.3 NewIn20183
  • Hexagonal Tilemap functionality added in Unity 2018.2 NewIn20182
  • Tilemaps added in 2017.2 NewIn20172
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