ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
Build and script 2D tilemaps in Unity 6.3 LTS: the Grid + Tilemap components, the Tile Palette, tilemap colliders, rule tiles, and runtime SetTile/GetTile painting. Use when painting tile levels, adding a TilemapCollider2D, using rule or animated tiles, generating tilemaps from
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-tilemap-2d --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/unity-tilemap-2dContext preview
The summary Claude sees to decide when to auto-load this skill.
Build and script 2D tilemaps in Unity 6.3 LTS: the Grid + Tilemap components, the Tile Palette, tilemap colliders, rule tiles, and runtime SetTile/GetTile painting. Use when painting tile levels, adding a TilemapCollider2D, using rule or animated tiles, generating tilemaps from
name: unity-tilemap-2d description: > Build and script 2D tilemaps in Unity 6.3 LTS: the Grid + Tilemap components, the Tile Palette, tilemap colliders, rule tiles, and runtime SetTile/GetTile painting. Use when painting tile levels, adding a TilemapCollider2D, using rule or animated tiles, generating tilemaps from code, or when the user mentions Unity tilemap, tile palette, rule tile, or Grid.
Author and script tile-based 2D levels in Unity 6.3 LTS with the `Grid`/`Tilemap` system, the Tile Palette, colliders, and runtime painting. Targets **Unity 6.3 LTS (6000.3)**.
> **Package note:** the core Tilemap (`Grid`, `Tilemap`, `Tile`, `TilemapCollider2D`) is > built in. **Rule Tiles, Animated Tiles, and Tile Palette brushes live in the separate > "2D Tilemap Extras" package (`com.unity.2d.tilemap.extras`)** — install it via Package > Manager before using `RuleTile`.
collision to the map, using auto-tiling Rule Tiles, or generating/editing tiles from script.
**When _not_ to use:** level _design_ practice (pacing, blockout, layout principles) → `level-design`. 3D tile/grid placement → Unity's own 3D tooling (ProBuilder / grid brushes; no dedicated skill here). The platformer character that moves over the tiles → `platformer` / `unity-physics`.
1. **Create the grid:** GameObject → 2D Object → Tilemap → Rectangular. This makes a `Grid` with a child `Tilemap` (+ `TilemapRenderer`). Use one Tilemap per layer (background, ground, foreground) and set each renderer's sorting. 2. **Open the Tile Palette** (Window → 2D → Tile Palette), drag in a sliced sprite sheet to create `Tile` assets, then paint with the brush tools. 3. **Add collision** to the solid layer: `TilemapCollider2D`. For one merged collider (far cheaper and gap-free), also add `CompositeCollider2D` (+ a `Rigidbody2D` set to **Static**) and enable _Used By Composite_ on the tilemap collider. 4. **Auto-tile with Rule Tiles** (2D Tilemap Extras) so edges/corners pick the right sprite automatically instead of hand-placing every variant. 5. **Edit at runtime via script** with cell coordinates (`Vector3Int`): `SetTile`, `GetTile`, `SetTilesBlock`, converting world↔cell with the `Grid`/`Tilemap`. 6. **Verify** in Play mode: confirm collisions (Physics Debugger), sorting order, and that `RefreshAllTiles` ran after bulk edits.
using UnityEngine;
using UnityEngine.Tilemaps;
public class TilePainter : MonoBehaviour
{
[SerializeField] private Tilemap tilemap; // assign the target Tilemap
[SerializeField] private TileBase groundTile;
// World position -> cell, then place a tile.
public void PaintAt(Vector3 worldPos)
{
Vector3Int cell = tilemap.WorldToCell(worldPos);
tilemap.SetTile(cell, groundTile);
}
public bool IsSolid(Vector3 worldPos)
=> tilemap.GetTile(tilemap.WorldToCell(worldPos)) != null;
}// SetTilesBlock writes a whole BoundsInt in one call — use it for procedural rooms/floors.
public void FillFloor(Tilemap map, TileBase tile, int width, int height)
{
var bounds = new BoundsInt(0, 0, 0, width, height, 1);
var tiles = new TileBase[width * height];
for (int i = 0; i < tiles.Length; i++) tiles[i] = tile;
map.SetTilesBlock(bounds, tiles);
}tilemap.SetTile(cell, null); // null erases the tile at that cell tilemap.RefreshTile(cell); // re-evaluate just this cell's rule/animated neighbors (cheap) // RefreshAllTiles() re-evaluates the ENTIRE map — reserve it for full regenerations, not per-edit.
(`com.unity.2d.tilemap.extras`) via Package Manager.
static `Rigidbody2D` and _Used By Composite_ to merge the whole layer into one smooth shape.
not a world position. Always convert with `WorldToCell` / `CellToWorld`.
Sorting Layer and Order in Layer; multiple tilemaps need explicit ordering.
the targeted `RefreshTile(cell)` for a few edits; `RefreshAllTiles()` re-evaluates every tile on the map and stalls large levels. Reserve the full refresh for whole-map regenerations.
where paint lands; check the "Active Tilemap" dropdown.
(`https://docs.unity3d.com/Manual/tilemaps/work-with-tilemaps/tilemap-reference.html`), `ScriptReference/Tilemaps.Tilemap`, and the 2D Tilemap Extras package manual (`https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@1.6/manual/index.html`) for Rule Tiles.
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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