gamedev-skills/awesome-gamedev-agent-skills

unity-tilemap-2d

Build and script 2D tilemaps in Unity 6.3 LTS: the Grid + Tilemap components, the Tile Palette, tilemap colliders, rule tiles, and runtime SetTile/GetTile painting.

Ver código-fonte
Documento original do Skill

Renderizado do repositório de origem, preservando títulos, exemplos, código, tabelas, links e imagens.

Unity 2D Tilemap

Author and script tile-based 2D levels in Unity 6.3 LTS with the Grid/Tilemap system, the Tile Palette, colliders, and runtime painting. Targets Unity 6.3 LTS (6000.3).

Package note: the core Tilemap (Grid, Tilemap, Tile, TilemapCollider2D) is built in. Rule Tiles, Animated Tiles, and Tile Palette brushes live in the separate "2D Tilemap Extras" package (`com.unity.2d.tilemap.extras`) — install it via Package Manager before using RuleTile.

When to use

  • Use when laying out a 2D level by painting tiles, setting up a Grid + Tilemap, adding

collision to the map, using auto-tiling Rule Tiles, or generating/editing tiles from script.

  • Use when scenes contain a Grid with Tilemap children, or *.asset tile/palette files.

When _not_ to use: level design practice (pacing, blockout, layout principles) → level-design. 3D tile/grid placement → Unity's own 3D tooling (ProBuilder / grid brushes; no dedicated skill here). The platformer character that moves over the tiles → platformer / unity-physics.

Core workflow

  1. Create the grid: GameObject → 2D Object → Tilemap → Rectangular. This makes a Grid

with a child Tilemap (+ TilemapRenderer). Use one Tilemap per layer (background, ground, foreground) and set each renderer's sorting.

  1. Open the Tile Palette (Window → 2D → Tile Palette), drag in a sliced sprite sheet to

create Tile assets, then paint with the brush tools.

  1. Add collision to the solid layer: TilemapCollider2D. For one merged collider (far

cheaper and gap-free), also add CompositeCollider2D (+ a Rigidbody2D set to Static) and enable Used By Composite on the tilemap collider.

  1. Auto-tile with Rule Tiles (2D Tilemap Extras) so edges/corners pick the right sprite

automatically instead of hand-placing every variant.

  1. Edit at runtime via script with cell coordinates (Vector3Int): SetTile, GetTile,

SetTilesBlock, converting world↔cell with the Grid/Tilemap.

  1. Verify in Play mode: confirm collisions (Physics Debugger), sorting order, and that

RefreshAllTiles ran after bulk edits.

Patterns

1. Painting tiles at runtime (cell coordinates)

csharp
using UnityEngine;
using UnityEngine.Tilemaps;

public class TilePainter : MonoBehaviour
{
    [SerializeField] private Tilemap tilemap;   // assign the target Tilemap
    [SerializeField] private TileBase groundTile;

    // World position -> cell, then place a tile.
    public void PaintAt(Vector3 worldPos)
    {
        Vector3Int cell = tilemap.WorldToCell(worldPos);
        tilemap.SetTile(cell, groundTile);
    }

    public bool IsSolid(Vector3 worldPos)
        => tilemap.GetTile(tilemap.WorldToCell(worldPos)) != null;
}

2. Bulk fill a region (faster than per-cell SetTile)

csharp
// SetTilesBlock writes a whole BoundsInt in one call — use it for procedural rooms/floors.
public void FillFloor(Tilemap map, TileBase tile, int width, int height)
{
    var bounds = new BoundsInt(0, 0, 0, width, height, 1);
    var tiles  = new TileBase[width * height];
    for (int i = 0; i < tiles.Length; i++) tiles[i] = tile;
    map.SetTilesBlock(bounds, tiles);
}

3. Clearing and refreshing

csharp
tilemap.SetTile(cell, null);   // null erases the tile at that cell
tilemap.RefreshTile(cell);     // re-evaluate just this cell's rule/animated neighbors (cheap)
// RefreshAllTiles() re-evaluates the ENTIRE map — reserve it for full regenerations, not per-edit.

Pitfalls

  • `RuleTile` type not found — it's not built in. Install the 2D Tilemap Extras package

(com.unity.2d.tilemap.extras) via Package Manager.

  • A collider per tile tanks performance / leaves seams — add a CompositeCollider2D with a

static Rigidbody2D and Used By Composite to merge the whole layer into one smooth shape.

  • Confusing world and cell coordinatesSetTile/GetTile take a Vector3Int cell,

not a world position. Always convert with WorldToCell / CellToWorld.

  • Tiles render behind/in front of sprites unexpectedly — set each TilemapRenderer's

Sorting Layer and Order in Layer; multiple tilemaps need explicit ordering.

  • Rule/animated tiles don't update after script edits — refresh after writes, but prefer

the targeted RefreshTile(cell) for a few edits; RefreshAllTiles() re-evaluates every tile on the map and stalls large levels. Reserve the full refresh for whole-map regenerations.

  • Painting onto the wrong layer — the active target Tilemap in the Tile Palette determines

where paint lands; check the "Active Tilemap" dropdown.

References

  • Primary docs: Unity Manual "Tilemaps"

(https://docs.unity3d.com/Manual/tilemaps/work-with-tilemaps/tilemap-reference.html), ScriptReference/Tilemaps.Tilemap, and the 2D Tilemap Extras package manual (https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@1.6/manual/index.html) for Rule Tiles.

Related skills

  • level-design — engine-agnostic blockout, pacing, and tile layout practice.
  • procedural-gen — generating the tile data (noise, RNG, dungeons) you feed to SetTilesBlock.
  • platformer / roguelike — genres that compose this skill with movement and generation.
do mesmo repositório

Mais Skills

Todos os Skills
gamedev-skills
Comunidade

game-feel

Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.

instalações
5
GitHub Stars
1,1 mil
Atualizado
10 de set.
gamedev-skills
Comunidade

game-ui-ux

Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.

instalações
5
GitHub Stars
1,1 mil
Atualizado
10 de set.
gamedev-skills
Comunidade

godot-3d-essentials

Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.

instalações
2
GitHub Stars
1,1 mil
Atualizado
10 de set.
gamedev-skills
Comunidade

godot-animation

Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via createtween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.

instalações
2
GitHub Stars
1,1 mil
Atualizado
10 de set.