// Fills Tilemap area with checkerboard pattern of tileA and tileB using UnityEngine; using UnityEngine.Tilemaps;
public class ExampleClass : MonoBehaviour { public TileBase tileA; public TileBase tileB; public Vector2Int size;
void Start() { Vector3Int[] positions = new Vector3Int[size.x * size.y]; TileBase[] tileArray = new TileBase[positions.Length];
for (int index = 0; index < positions.Length; index++) { positions[index] = new Vector3Int(index % size.x, index / size.y, 0); tileArray[index] = index % 2 == 0 ? tileA : tileB; }
Tilemap tilemap = GetComponent<Tilemap>(); tilemap.SetTiles(positions, tileArray); } }
tileChangeDataArray | The array of Tiles with additional properties to place. |
ignoreLockFlags | Whether to ignore Lock Flags set in the Tile's TileFlags when applying Color and Transform changes from TileChangeData. |
Sets an array of Tiles with additonal properties at the given XYZ coordinates of the corresponding cells in the Tilemap. The Color and Transform of the TileChangeData will take precedence over the values from the Tile.