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Unityframework~10 mins

Tilemap painting in Unity - Step-by-Step Execution

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Concept Flow - Tilemap painting
Start
Select Tilemap Component
Choose Tile to Paint
Click on Tilemap Grid Position
Place Tile at Position
Repeat or Finish
This flow shows how you select a tile and paint it onto a tilemap grid step-by-step.
Execution Sample
Unity
using UnityEngine;
using UnityEngine.Tilemaps;

public class PaintTile : MonoBehaviour {
    public Tilemap tilemap;
    public Tile tile;

    void Paint(Vector3Int pos) {
        tilemap.SetTile(pos, tile);
    }
}
This code paints a chosen tile onto the tilemap at a given grid position.
Execution Table
StepActionInput PositionTile Placed?Tilemap State
1Select Tilemap Component-No{} (empty)
2Choose Tile to Paint-No{} (empty)
3Call Paint() with pos=(0,0,0)(0,0,0)Yes{(0,0,0): tile}
4Call Paint() with pos=(1,0,0)(1,0,0)Yes{(0,0,0): tile, (1,0,0): tile}
5Call Paint() with pos=(0,1,0)(0,1,0)Yes{(0,0,0): tile, (1,0,0): tile, (0,1,0): tile}
6Finish Painting-NoFinal tilemap with 3 tiles placed
💡 Painting stops when user finishes or no more positions are given.
Variable Tracker
VariableStartAfter Step 3After Step 4After Step 5Final
tilemapempty{(0,0,0): tile}{(0,0,0): tile, (1,0,0): tile}{(0,0,0): tile, (1,0,0): tile, (0,1,0): tile}same as After Step 5
posnull(0,0,0)(1,0,0)(0,1,0)last used (0,1,0)
tileassignedassignedassignedassignedassigned
Key Moments - 3 Insights
Why does the tilemap state change only after calling Paint()?
Because SetTile() is called inside Paint(), the tilemap updates only when Paint() runs, as shown in steps 3-5 of the execution_table.
What happens if you call Paint() with the same position twice?
The tile at that position is replaced with the new tile, updating the tilemap state at that position. This is implied by how SetTile() works but not shown in this trace.
Why is the tilemap empty before any Paint() calls?
Because no tiles have been placed yet; the tilemap starts empty as shown in step 1 and 2 of the execution_table.
Visual Quiz - 3 Questions
Test your understanding
Look at the execution_table, what is the tilemap state after step 4?
A{} (empty)
B{(0,0,0): tile}
C{(0,0,0): tile, (1,0,0): tile}
D{(0,0,0): tile, (0,1,0): tile}
💡 Hint
Check the 'Tilemap State' column at step 4 in the execution_table.
At which step does the first tile get placed on the tilemap?
AStep 1
BStep 3
CStep 2
DStep 6
💡 Hint
Look for the first 'Yes' in 'Tile Placed?' column in the execution_table.
If you call Paint() with position (2,0,0) after step 5, how would the tilemap state change?
AIt adds {(2,0,0): tile} to the tilemap
BIt removes all previous tiles
CIt replaces tile at (0,0,0)
DNo change happens
💡 Hint
Refer to how tilemap state grows after each Paint() call in variable_tracker.
Concept Snapshot
Tilemap painting in Unity:
- Use Tilemap component and Tile assets
- Call tilemap.SetTile(position, tile) to paint
- Position is Vector3Int grid coordinate
- Each call places or replaces tile at position
- Repeat to paint multiple tiles
- Tilemap updates visually in scene
Full Transcript
Tilemap painting in Unity involves selecting a Tilemap component and a Tile asset. You then call the Paint function with a grid position to place the tile there using tilemap.SetTile. The tilemap starts empty and updates each time Paint is called with a new position. This process repeats until painting is finished. The execution table shows each step: selecting components, calling Paint with positions, and how the tilemap state changes by adding tiles. Variables like tilemap and pos update accordingly. Common confusions include why tilemap changes only after Paint calls and what happens if the same position is painted twice. The visual quiz tests understanding of tilemap state changes and painting steps. This method lets you build tile-based maps visually and programmatically in Unity.