Generate Tile Assets automatically in the Tile Palette Refer to the documentation on Tile Assets for more information about the Asset properties. You will be prompted to name and save the new blank Tile Asset to your chosen location. If the Texture is imported with Sprite Mode set to Multiple and contains multiple Sprites, then edit the outline of each of the Sprites in the editor.Ĭreate a blank Tile Asset from the Asset menuĬreate a Tile directly from the Assets menu by going to Assets > Create > Tile. Sprite Editor Outlines - After the Sprites are imported, refine the outlines of the Sprites by opening each of them in the Sprite Editor and editing their outlines.The Sprites appear smaller or bigger respectively, however their Cell position on the Tilemap remains unchanged. Halving the PPU value to 32 instead scales the Sprites to 2(64px/32) Unity units in width. The Sprite’s entire width then corresponds to one Unity unit, which is equal to the width (X value: 1) of a single Cell on the Tilemap.īy doubling the original PPU value of 64 to 128, the Sprite scales to 0.5(64px/128) Unity units in width. To make a Tile Sprite fit exactly on a single Cell of the Tilemap, set its PPU value to 64 to match its pixel width. The default Tilemap has a Cell Size of (XYZ: 1, 1, 0) Unity units. In the example below, the imported Sprites are 64圆4. The size of the Tile Sprites are also affected by the Cell Size property of the Grid parent of the Tilemap also affects the size of Tile Sprites as the Cell Size determines how many Unity units equal to a single Cell. For both Hexagonal and Isometric Tiles, measure the width of the Sprites at their widest. It is recommended to set this value to the width(in pixels) of a single Tile Sprite so that a Tile is equal to one Unity unit in width. This determines the size of the Tile Sprite when it is rendered on the Tilemap. Pixels Per Unit (PPU) - This value is the number of pixels that make up one Unity unit for the selected Sprite.Set to Multiple if it contains multiple elements, for example a Tile sheet that contains multiple Tile Textures. Sprite Mode - Set this to Single if the Texture contains only a single Sprite.Other Texture types are not supported for Tilemaps. Texture Type - Set this to Sprite (2D and UI).For further information about each setting, refer to the documentation on Texture Type: Sprite (2D and UI). When importing Sprites for use in a Tilemap, use the following recommended settings. Select the imported images to view their Texture Importer settings in the Inspector window. Import the individual Tiles or Tileset images for your Tilemap into your Unity Project by placing the Textures into the Assets folder. Importing and preparing Sprites for Tile Assets The second method is to automatically generate Tile Assets from a selection of Sprites. There are two ways to create a Tile Asset in Unity the first method is to directly create a Tile Asset from the Assets menu.