Tilemap component reference
Tilemap Collider 2D component reference
Tilemap Renderer component referenceWhen you create a tilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
See in Glossary, Unity automatically attaches the Tilemap Renderer component to the tilemap GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObjectâs functionality is defined by the Components attached to it. More info
See in Glossary you created. You can determine how Unity renders tiles set on the tilemap by adjusting the following property settings of the Tilemap Renderer component.
Select this mode for the best rendering performance with tilemaps.
Note: This mode isnât compatible with the Scriptable Render Pipeline Batcher.
    Individual Select this mode to have the renderer render each tile individually, taking into account their location and position in the Sort Order. This mode enables the spritesA 2D graphic objects. 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. More infoThis rendering mode groups tiles by their location and the textures used by their sprites, and then batch them together for rendering. Groups with the same textures will be dynamically batched together only if theyâre in locational sequence of each other (based on the direction selected for the rendererâs Sort Order).
Detect Chunk Culling Bounds Select the way the renderer detects the bounds used for the culling of tilemap chunks. These bounds expand the boundary of tilemap chunks to ensure that oversize sprites arenât clipped during culling.     Auto The Renderer automatically inspects the Sprites used by the Tiles to determine the expanded culling bounds to use.     Manual The values used to extend the bounds for culling of the tilemap chunks are manually set instead of with the Editorâs automatic detection. Chunk Culling Bounds This property is visible only when Detect Chunk Culling Bounds is set to Manual     XYZ Enter the values (in Unity units) to extend the culling bounds by. Mask Interaction Set how the Tilemap Renderer behaves when it interacts with a Sprite MaskA texture which defines which areas of an underlying image to reveal or hide. More infoProperties in the Additional Settings section of the tilemap renderer component.
Property Description Sorting Layer Select an existing Sorting Layer from the Sorting Layer dropdown or create a new Sorting Layer for this tilemap. Order in Layer Set the render priority of the tilemap within its Sorting Layer. Unity renders lower numbered layers first, and higher numbered layers overlap those below. Additional resourcesTilemap component reference
Tilemap Collider 2D component reference
RetroSearch is an open source project built by @garambo | Open a GitHub Issue
Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo
HTML:
3.2
| Encoding:
UTF-8
| Version:
0.7.4