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Question by ryandotdee · Dec 19, 2017 at 11:27 PM · tilemap

Tilemap : Instantiate new tile on click

Hello

I am quite new to Unity, and have been playing around with the new Tilemap functionality, and I am a bit stuck.

I am trying to instantiate a new tile onto the tilemap at the mouses position when I click the button, the code I am using is :

 void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             createTileAtPoint(Input.mousePosition);
             
         }
     }
 
     void createTileAtPoint(Vector3 pos)
     {  
         pen.SetTile(pen.WorldToCell(pos), ScriptableObject.CreateInstance<GameTile>());
     }

Where GameTile is :

 public class GameTile : Tile {
 
     [SerializeField]
     private Sprite[] gameSprites;
 
     [SerializeField]
     private Sprite preview;
 
     public int movePenalty = 0;
 
     public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
     {
         base.GetTileData(position, tilemap, ref tileData);
     }
 
     public override void RefreshTile(Vector3Int position, ITilemap tilemap)
     {
         base.RefreshTile(position, tilemap);
     }
 }

The code does not error, but no tile appears. I am assuming this is because the sprite property of the newly instanced GameTile is empty, but I am a bit lost on how I would define this in code.

I would be incredibly grateful if someone could offer some advice, or point me towards the relevant documentation.

Thanks in advance :)

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Answer by ryandotdee · Dec 20, 2017 at 12:47 AM

So I was being a bit thick. read up on creating sprites ( I was too focused on Tilemaps )

 Texture2D tex = Resources.Load<Texture2D>("grass_tile_3") as Texture2D;
         Sprite sprite = new Sprite();
         sprite = Sprite.Create(tex, new Rect(0, 0, 133, 133), new Vector2(0.5f, 0.5f));

So added that to my GameTile, still not showing. It turns out the reason for this was that as I am working in 2d, the Input.mouseposition was returning a position not present in my tilemap, so needed to use Camera.main.ScreenToWorldPoint(Input.mousePosition)

All working now :)

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