Complete the code to get the Tilemap component from the GameObject.
Tilemap tilemap = gameObject.GetComponent<[1]>();The GetComponent<Tilemap>() method gets the Tilemap component attached to the GameObject.
Complete the code to set a tile at position (0, 0, 0) on the Tilemap.
tilemap.SetTile(new Vector3Int(0, 0, 0), [1]);
The SetTile method requires a TileBase object to place at the given position. Here, tile is the tile to paint.
Fix the error in the code to clear a tile at position (1, 2, 0).
tilemap.SetTile(new Vector3Int(1, 2, 0), [1]);
To clear a tile, you must set it to null. Passing a tile or other value will not clear it.
Fill both blanks to create a loop that paints tiles at positions (0,0) to (2,2).
for (int x = 0; x [1] 3; x++) { for (int y = 0; y [2] 3; y++) { tilemap.SetTile(new Vector3Int(x, y, 0), tile); } }
The loops run while x and y are less than 3 to cover positions 0, 1, and 2.
Fill all three blanks to create a dictionary of tile positions and paint only tiles with x greater than 1.
var tiles = new Dictionary<Vector3Int, TileBase>() {
{ new Vector3Int([1], 0, 0), tile1 },
{ new Vector3Int(1, [2], 0), tile2 },
{ new Vector3Int(2, 2, [3]), tile3 }
};The positions are set so that tiles with x=2 are painted, and the z coordinate is 0 for all.