Right: Sprites set to 32 PPU.īy doubling the original PPU value of 64 to 128, the Sprite scales to 0.5(64px/128) Unity units in width.
The Sprite’s entire width then corresponds to one Unity unit, which is equal to the width (X value: 1) of a single Cell on the Tilemap. To make a Tile Sprite fit exactly on a single Cell of the Tilemap, set its PPU value to 64 to match its pixel width. The default Tilemap has a Cell Size of (XYZ: 1, 1, 0) Unity units. In the example below, the imported Sprites are 64圆4. The size of the Tile Sprites are also affected by the Cell Size property of the Grid parent of the Tilemap also affects the size of Tile Sprites as the Cell Size determines how many Unity units equal to a single Cell. For both Hexagonal and Isometric Tiles, measure the width of the Sprites at their widest. It is recommended to set this value to the width(in pixels) of a single Tile Sprite so that a Tile is equal to one Unity unit in width. This determines the size of the Tile Sprite when it is rendered on the Tilemap. Pixels Per Unit (PPU) - This value is the number of pixels that make up one Unity unit for the selected Sprite.Set Sprite Mode to Multiple when importing a Sprite sheet. Set to Multiple if it contains multiple elements, for example a Tile sheet that contains multiple Tile Textures. Sprite Mode - Set this to Single if the Texture contains only a single Sprite.
Other Texture types are not supported for Tilemaps.
The second method is to automatically generate Tile Assets from a selection of Sprites A 2D graphic objects. There are two ways to create a Tile Asset in Unity the first method is to directly create a Tile Asset from the Assets menu.