Editor · v1.0.0
Tilemaps & tilesets
Author sparse tile grids and 16-role autotile tilesets.
Exact control pathCreate a reusable tileset via GameObject → 2D Object → Tileset and the tile grid via GameObject → 2D Object → Tilemap. Once present, T selects tile painting and Y selects erase. The Tileset Editor exposes the 4×4 role grid and import actions.
#Tileset authoring
The editor can take one image and auto-slice it into a 4×4 role grid, or accept up to 16 separate role images. The stored result is sixteen role-to-sprite-key mappings.
#The 16 roles
The canonical order is cornerTL, edgeT, cornerTR, stubT, edgeL, center, edgeR, lineV, cornerBL, edgeB, cornerBR, stubB, stubL, lineH, stubR, single.
#Tilemap data
A Tilemap references a Tileset by entity ID and stores a sparse set of filled cells keyed as col,row. The runtime computes the visual tile role from orthogonal neighbors; it does not store the final role per cell.
#Scripting
No direct Tilemap script module in 1.0.0Tilemap/Tileset are editor/scene-data components. There is no documented
this.tilemap runtime API in this version.