tilemap-ruletile-createempty

Creates an empty RuleTile asset without Sprite or Spritesheet inputs. Use ONLY when the user wants a blank RuleTile, HexagonalRuleTile, or IsometricRuleTile for custom rule configuration AND has not provided or referenced any sprites. If the user mentions existing sprites, terrain art, edge tiles, o

By unity-technologies · 406 installs

npx skills add unity-technologies/skills --skill tilemap-ruletile-createempty

Source repository · Upstream listing

Tilemap RuleTile Create Empty Workflow Step 1: Verify No Sprite Inputs WAIT Confirm that no Sprites or Spritesheets were specified by the user. This skill is only for empty RuleTiles. If there are Sprites or Spritesheets specified by the user, use the tilemap ruletile createfromsegment skill instead. Step 2: Determine RuleTile Type Identify which RuleTile type to create based on user request: RuleTile : Standard rectangular grid HexagonalRuleTile : Hexagonal grid layout IsometricRuleTile : Isometric grid layout Step 3: Create Empty TilingRules For each TilingRule, ensure the Sprite array has one null entry. Branching Logic (RuleTile Types) Path A: RuleTile Use template from resources/ruletile.md . Path B: HexagonalRuleTile Use template from resources/hexagonalruletile.md . Path C: IsometricRuleTile Create empty rules with appropriate neighbor positions for isometric layout. Important Notes TilingRuleOutput.Neighbor.This : Use to identify RuleTiles that are the same (matching neighbors). TilingRuleOutput.Neighbor.NotThis : Do NOT use unless explicitly specified by the user to ignore a Tile at a certain position.