Scripting API

TilemapRenderer

class in UnityEngine.Tilemaps · UnityEngine.TilemapModule · inherits from Renderer

11 of 11 of Unity's membersUnity's documentation
In Tassix

Draws its Tilemap: one mesh of every cell's sprite (at the cell's tile anchor, through the tile's transform and the tilemap's orientation, tinted by both colors), with a submesh per texture. It's rebuilt after LateUpdate when the tilemap changed or an animated tile moved to its next sprite. Cells are drawn in the sort order's sequence, so later cells cover earlier ones.

Properties 8

Vector3 chunkCullingBounds { get; set; }
Vector3Int chunkSize { get; set; }
DetectChunkCullingBounds detectChunkCullingBounds { get; set; }
SpriteMaskInteraction maskInteraction { get; set; }
int maxChunkCount { get; set; }
int maxFrameAge { get; set; }
Mode mode { get; set; }
SortOrder sortOrder { get; set; }

Methods 2

uint GetShaderUserValue()
void SetShaderUserValue(uint v)