This article directly coincides with my previous two articles which can be found at the links below. I highly recommend reading them before reading this one.
An Introduction To Tilemap In Unity
2D game development in Unity is almost TOO easy with the “Tilemap Editor”!
How To Import, Slice, And Utilize Tiles In Unity’s Tilemap Editor
This article is continuing off of my previous one which can be found by clicking this link :
Assuming that you followed along with my previous articles, then you are now ready to add your new “Tile Sprites” to your “Tile Palette”.
To do this, you must first create a “Tilemap” to build on. Simply right-click in the “Hierarchy” and select “2D Object>Tilemap>Rectangular”.
When you do this, Unity will automatically make a “Grid” object to put your new “Tilempap” under. Similar to how every UI component needs a Canvas, every Tilemap needs a Grid.
Also, notice that the “Active Tilemap” section in the “Tile Palette” editor window automatically updates to be the new Tilemap. This happens because you went from having no tilemaps to having one. It will not automatically update after the first.
Next, you’ll want to create a new “Tile Pallete” to add your sprites to.
You can name this whatever you like. Just make sure that set the grid to “Rectangular” as that is the type of grid we are currently using.
You should also create a new folder in your project menu to save this new tile palette to.
Now just drag and drop your tile sprites into the “Tile Palette” editor window.
You can do this with the parent object to keep them organized within the Palette.
Similar to how you created a separate folder to hold your “Tile Palette’s”, you will want to create another separate folder to hold your newly created “Tiles”.
And there you go! You now have a list of tiles that you can paint in your scene!
Check out my next article to see how to utilize the various tools in Unity’s “Tile Palette”!