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Question by AquyQ · Sep 15, 2019 at 09:10 PM · tilemapscriptableobjecttilescriptable object

How do I place a custom tile?

I have created a scriptable object with this script. How do I use it in a tilemap? It allows it to be dragged into the tile pallette, however nothing shows up in there, despite having its sprite set.

using UnityEngine; using UnityEngine.Tilemaps;

[CreateAssetMenu()] public class SectorTile : Tile { [Header("Sector things")] public Vector3Int myPosition; public int ownerFaction; int level;

 public int[] factionsInside;
 public float captureProgress;

 public SectorTile(Vector3Int position, Tilemap tilemap, int level, int ownerFaction)
 {
     this.myPosition = position;
     this.level = level;
     this.ownerFaction = ownerFaction;
     ownerFaction = 0;
 }

 public void GetTileData()
 {

 }
 public void ICapture(int newFaction)
 {
     this.ownerFaction = newFaction;
     this.color = Utility.GetColorFromId((byte)newFaction);
 }

 public void AddFactionMember(int factionID)
 {
     factionsInside[factionID]++;
 }
 public void RemoveFactionMember(int factionID)
 {
     factionsInside[factionID]--;
 }
 public bool captureAble(int team)
 {
     for (int i = 1; i < 10; i++)
     {
         if (i == team) continue;
         if (factionsInside[i] > 0) return false;
     }
     return true;
 }

}

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Answer by CheekySparrow78 · Dec 10, 2019 at 11:14 PM

I believe you have to inherit from Tilebase, not Tile. At least my custom tiles DO show in tile palette. I am still puzzled how to place them programmatically, though.

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