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. Use when painting tile levels, adding a TilemapCollider2D, using rule or animated tiles, generating tilemaps from code, or when the user mentions Unity tilemap, tile palette, rule tile, or Grid.
Scanned 9/5/2026
Install to Claude Code
npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-tilemap-2d --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Unity Tilemap 2d?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/gamedev-skills-unity-tilemap-2d)More formats (shields.io, HTML) on the badges page.
---
name: unity-tilemap-2d
description: >
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. Use when painting tile
levels, adding a TilemapCollider2D, using rule or animated tiles, generating tilemaps from
code, or when the user mentions Unity tilemap, tile palette, rule tile, or Grid.
---
# 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.
2. **Open the Tile Palette** (Window → 2D → Tile Palette), drag in a sliced sprite sheet to
create `Tile` assets, then paint with the brush tools.
3. **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.
4. **Auto-tile with Rule Tiles** (2D Tilemap Extras) so edges/corners pick the right sprite
automatically instead of hand-placing every variant.
5. **Edit at runtime via script** with cell coordinates (`Vector3Int`): `SetTile`, `GetTile`,
`SetTilesBlock`, converting world↔cell with the `Grid`/`Tilemap`.
6. **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 coordinates** — `SetTile`/`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.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!