mcpbeat

Unity Tilemap 2d

gamedev-skills/unity-tilemap-2d

> 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.

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Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-tilemap-2d

The instruction itself

10 sections, as written by the author

Unity 2D Tilemap

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.

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

  • 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.

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

create Tile assets, then paint with the brush tools.

  • 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.

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

automatically instead of hand-placing every variant.

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

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

  • 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)

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)

// 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

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/[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.

How to use it

Copy the folder

Take gamedev-skills/unity-tilemap-2d from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.