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Unity Tilemap Rules

Master Unity 6 Tilemap system for 2.5D isometric Rule Tile for auto-tiling, Animated Tile…

A production-grade Unity 6 Tilemap blueprint for 2.5D isometric games, built around Rule Tile auto-tiling, CompositeCollider2D physics merging, and Animated Tiles. It turns one hand-drawn tile into 47 automatic orientations and collapses thousands of tile colliders into a single physics body, so your level designers ship faster and your maps run smooth on mobile.

$15 one-time
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Prices include 20% VAT. · Forged on real agency work · one-time, no lock-in

  • Type Skill
  • Category Game Dev
  • Delivery Email · instant
  • License One-time
Run preview
forgehouse, unity-tilemap-rules

Inside the run · no black box

See the actual work before you buy it.

One painted tile becomes roughly 47 auto-selected variants, and 10,000 tile colliders merge into a single polygon. Assembling a living, collidable, swappable tilemap world follows this order:

  1. Turns a single artist tile into roughly 47 auto-selected variants with Rule Tile: a 3x3 neighbor pattern grid acts as a finite state machine, so grass-to-dirt edges, corners and corridors pick the right sprite automatically as the designer paints.
  2. Keeps every tile a shared ScriptableObject asset (flyweight): 10,000 grid cells reference one tile_grass.asset instead of instantiating prefabs, keeping overhead in the kilobyte range. Mutating a tile asset at runtime is banned because the change silently hits every cell using it.
  3. Builds one Tilemap per sorting layer (Ground, GroundDecal, Entities, AirOverlay) under the same Grid, with a validator that errors on missing layers or mismatched sorting names, keeping tree canopies above and decals below the characters.
  4. Composes collision as TilemapCollider2D with usedByComposite plus CompositeCollider2D plus a static Rigidbody2D: 10,000 individual tile colliders merge into one polygon, taking the measured physics tick from 480ms to 18ms on device.
  5. Handles living tiles and time of day: water and fire use a shared Animated Tile asset (about 0.5ms per 1000 animated tiles), and day/night runs as a batch swap that reads the whole block with GetTilesBlock, maps day assets to night assets through a dictionary, and writes back once with SetTilesBlock.
  6. Streams big maps: anything over 100x100 tiles is cut into 64x64 chunks loaded around the player via Addressables, with a 1-tile padding rule at chunk borders so Rule Tile patterns do not mis-resolve at the seam.
Use cases · what happens when you plug it in

One power source. 6 lines out.

unity-tilemap-rules · core

core active · 6 lines

  1. Auto-tiling isometric ground and wall transitions

    ✓ auto-tiling isometric gr…
  2. Merging 10,000+ tile colliders into one physics body

    ✓ merging 10,000+ tile col…
  3. Animated water, fire, and grass tiles

    ✓ animated water, fire, and
  4. Day/night and seasonal runtime tile swaps

    ✓ day/night and seasonal r…
  5. Multi-layer tilemaps with correct sorting order

    ✓ multi-layer tilemaps with
  6. Chunk streaming for large 100x100+ maps

    ✓ chunk streaming for large
Benefits · what you walk away with

Yours to keep.

Drag time forward. Watch what stays.

Forever

That's what owning means.

The rented stack

ai writing tool: subscription

expired · access lost

analytics suite: subscription

expired · access lost

design platform: subscription

expired · access lost

(nothing left)

Your forge

  1. Designers draw one tile and get every edge and corner variant automatically

    license: perpetual
  2. Dramatically lighter physics cost keeps frame rate stable on mobile

    license: perpetual
  3. Version-control-friendly ScriptableObject tiles with readable diffs

    license: perpetual
  4. Memory stays tiny by sharing one tile asset across thousands of cells

    license: perpetual

subscriptions expire · deeds don't

What's included · the full manifest

Everything in the box.

Pick a piece up. Watch it work.

Rule Tile auto-tiling setup with neighbor pattern matching

part 01 of 06 · in the box

6 parts · one working system · ships instantly by email

Who it's for

This wasn't forged for everyone.

  • Not for you if you'd rather rent a tool than own one.
  • Not for you if you want someone else to run your stack.
  • Not for you if you're happy guessing.
Still here? Good.

Unity developers and level designers building 2.5D isometric games who need fast tile authoring and performant collision.

then this was forged for you.

Works with

Universal by design: these run in any AI. Delivered in the open Agent Skills + MCP format (native in Claude); ChatGPT, Gemini, Cursor and Copilot adapt the same files their own way.

  • Claude Native format
  • ChatGPT Adapts via open standards
  • Gemini Adapts via open standards
  • Cursor Adapts via open standards
  • Copilot Adapts via open standards
Questions · still in the air

Catch what's on your mind.

the air is clear. nothing between you and the forge.
catch a spark: the forge will answer

  1. We author maps in Tiled, not Unity's Tilemap editor. Does this still apply?

    Partially. The blueprint is built around Unity's native Tilemap system, so Rule Tile auto-tiling, CompositeCollider2D merging, and runtime tile swaps apply once tiles live in Unity. The Tiled-to-Unity import itself is a separate bridge it doesn't cover.

  2. How does one hand-drawn tile become 47 orientations without me placing them?

    Through Rule Tile neighbor pattern matching: you define which sprite appears for each neighbor configuration once, and the engine resolves edges, corners, and transitions automatically as designers paint. The same mechanism collapses thousands of tile colliders into one CompositeCollider2D body.

  3. Do the 47 Rule Tile orientations come with artwork, or do I still draw every sprite first?

    No. It assumes you already have tile artwork and automates what happens after: auto-tiling rules, collider composition, animated tiles, multi-layer sorting, and chunk streaming for oversized maps. Art production stays in your drawing tool.

  4. How is it delivered?

    By email right after purchase: ready to run, downloaded instantly, no setup wait.

  5. One-time or subscription?

    A one-time purchase; no subscription or hidden fees. VAT (20%) is included.

  6. Can I get a refund?

    As a digital product, it can’t be refunded once downloaded. That’s why we show exactly what’s inside and who it’s for, right here.