Complete the code to create a new Tilemap component in Unity.
Tilemap tilemap = gameObject.AddComponent<[1]>();To work with tilemaps, you add the Tilemap component to your GameObject.
Complete the code to set a tile at position (0, 0) in the Tilemap.
tilemap.SetTile(new Vector3Int(0, 0, 0), [1]);
You need to pass a TileBase object like myTile to set a tile.
Fix the error in the code to get the tile at position (1, 2).
TileBase tile = tilemap.GetTile(new [1](1, 2, 0));
The GetTile method requires a Vector3Int for the position.
Fill both blanks to create a dictionary of tile positions and tiles for all tiles in the Tilemap.
Dictionary<Vector3Int, TileBase> tiles = new Dictionary<Vector3Int, TileBase>(); foreach (var pos in tilemap.[1].allPositionsWithin) { tiles[pos] = tilemap.[2](pos); }
cellBounds gives all positions in the tilemap bounds, and GetTile gets the tile at each position.
Fill all three blanks to create a tilemap that sets all tiles in a 3x3 area to a given tile.
for (int x = 0; x < [1]; x++) { for (int y = 0; y < [2]; y++) { tilemap.SetTile(new Vector3Int(x, y, 0), [3]); } }
The loops run from 0 to 2 (3 times) for x and y, and myTile is set at each position.
