Create a new class inheriting from TileBase
(or any useful sub-classes of TileBase
, like Tile
). Override any required methods for your new Tile
class. The following are the usual methods you would override:
RefreshTile
determines which Tiles in the vicinity are updated when this Tile is added to the TilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More infoGetTileData
determines what the Tile looks like on the Tilemap.Create instances of your new class using ScriptableObject.CreateInstance<YOUR_TILE_CLASS>()
. You may convert this new instance to an Asset in the Editor in order to use it repeatedly by calling AssetDatabase.CreateAsset()
.
You can also make a custom editor for your Tile. This works the same way as custom editors for scriptable objects.
Remember to save your project to ensure that your new Tile Assets are saved!
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