tilemap y-size is always 1 too much

Hello,

i’m pretty new to Unity and C# and maybe anyone can tell me if i made an error or if Unity does this and why?
I create a top down map with 10x10 tiles

public class tile_map : MonoBehaviour {
    private Tilemap testmap;
    public Tile gras;
    public Vector2Int size;

    // Use this for initialization
    void Start () {
        testmap = GetComponent<Tilemap>();
        Camera.main.transform.position = new Vector3Int(size.x / 2, size.y / 2, -10);
        Vector3Int[] position_array = new Vector3Int[size.x*size.y];
        TileBase[] tile_array = new TileBase[position_array.Length];
        int array_count = 0;
        for(var x = 0; x < size.x; x++) {
            for(var y = 0; y < size.y; y++) {
                position_array[array_count] = new Vector3Int(x, y, 0);
                tile_array[array_count] = gras;
                array_count++;
            }
        }
        testmap.SetTiles(position_array, tile_array);
    }

and when do a Debug.Log(testmap.size) it always returns me “(10, 11, 1)”
Why is y = 11?
And why is z = 1? I set z = 0 in every vector.

Greetings,
Daniela

I don’t have an answer for your y = 11 but I believe the z = 1 is just implied.