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Question by CoughE · Oct 21, 2021 at 01:48 AM · editor-scriptingtilemap

Set the Tile Palette's 'Active Tilemap' value via code

Hello all, I am trying to change this value alt text

via script, for a tool I am writing that manages multiple tilemaps. Using

  Selection.activeObject = tilemap

does not seem to do the trick, even every frame.

I have also used This link to manage to get a working reflection based approach with

     public static void SelectPalette(GameObject palette)
     {
         try
         {
             var assembly = Assembly.Load(new AssemblyName("UnityEditor"));
             var windowType = assembly.GetType("UnityEditor.GridPaintPaletteWindow");
             var paletteWindow = UnityEditor.EditorWindow.GetWindow(windowType, false, "Tile Palette", false);
             PropertyInfo scenePaintTargetProperty = windowType.GetProperty(
                 "palette",
                 BindingFlags.Instance | BindingFlags.Public);
             scenePaintTargetProperty.SetValue(paletteWindow, palette, null);
         }
         catch (NullReferenceException e)
         {
 
         }
     }

Which works but throws two errors. One I managed to catch but the other is a

 FindAllObjectsOfType: Invalid Type

error on the 'GetWindow' line.

Normally this will be one of those 'well unity throws a fit when I try to do it but I get the intended behavior I need so i'll deal with it', but I am planning to release this tool and don't want the future users to get spammed with this error.

In another forum post, a Unity employee said this value would be set public in the future, but I have not been able to find any way to access it. Does anyone know a workaround?

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