Version: 2017.3
Tilemaps and Physics 2D
TileBase

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 Tilemap.
  • 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 Assets are saved!


Tilemaps and Physics 2D
TileBase
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961