> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-tilemap-2d
Author and script tile-based 2D levels in Unity 6 with the Grid/Tilemap system, the Tile
Palette, colliders, and runtime painting. Targets Unity 6 (6000.0 LTS).
> 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.
Grid + Tilemap, addingcollision to the map, using auto-tiling Rule Tiles, or generating/editing tiles from script.
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.
Gridwith a child Tilemap (+ TilemapRenderer). Use one Tilemap per layer (background,
ground, foreground) and set each renderer's sorting.
create Tile assets, then paint with the brush tools.
TilemapCollider2D. For one merged collider (farcheaper and gap-free), also add CompositeCollider2D (+ a Rigidbody2D set to Static)
and enable _Used By Composite_ on the tilemap collider.
automatically instead of hand-placing every variant.
Vector3Int): SetTile, GetTile,SetTilesBlock, converting world↔cell with the Grid/Tilemap.
RefreshAllTiles ran after bulk edits.
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;
}
SetTile)// 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);
}
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.
RuleTile type not found — it's not built in. Install the 2D Tilemap Extras package(com.unity.2d.tilemap.extras) via Package Manager.
CompositeCollider2D with astatic Rigidbody2D and _Used By Composite_ to merge the whole layer into one smooth shape.
SetTile/GetTile take a Vector3Int _cell_,not a world position. Always convert with WorldToCell / CellToWorld.
TilemapRenderer'sSorting Layer and Order in Layer; multiple tilemaps need explicit ordering.
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.
where paint lands; check the "Active Tilemap" dropdown.
(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/[email protected]/manual/index.html) for
Rule Tiles.
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.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
Take gamedev-skills/unity-tilemap-2d from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.