I’m pretty new to Unity. I’ve made a grid and multiple tilemap layers within it. I have an empty gameobject at the root of the hierarchy set to 0,0,0 for reference. My grid is also set to 0,0,0. All of my tilemaps in the grid at set to 0,0,0. When I click on each object the gizmos are all at completely different positions. It makes absolutely no sense. How am I supposed to position a character accurately when everything is so arbitrary? What am I missing? I’ll provide pictures if necessary. Very frustrated.
Hi @cwdev2017
Without image, one must pretty much just guess what you have problem with, if you don’t know how to use tilemap to begin with.
But in general, if you align Grid + its child tilemap to 0,0,0 by default tile cells are 1x1 Unity unit (could be considered 1m), and origin of tilemap will start from 0,0,0 in world position.
However, note that you can transform Tilemap (like any 3d object in Unity), so that is why there are world to tilemap and tilemap to world space conversions available in Tilemap class.
Also note, tilemap does allow you to expand it to any direction, and its bounds (area used by tiles) isn’t reset when you erase tiles you have drawn, you have to manually compress the bounds, although this (painting tiles in negative or positive directions) doesn’t move the origin…
I added an image. I’m just confused why the gizmo is all over the place when everything is set to 0,0,0.
you have your editor transform gizmo set to center, not in pivot mode that shows the object pivot location. Now you are seeing a gizmo that is placed in the center of the current object, which might not be what you expect because of the things I already mentioned (bounds that are not compressed for example).
Oh lord, you’re my hero. Learning new things is so aggravating. Thank you, thank you, thank you!