--- name: tilemap-set-tile-flags description: Set the per-cell tint color and/or transform (flip X/Y, Z rotation, scale) of a tile already painted into a Tilemap. Unlocks the relevant TileFlags so the overrides take effect. metadata: generated-by: mcp-plugin-dotnet --- # Tilemap / Set Tile Color + Transform Override the per-cell color and transform of a single tile in a `Tilemap`. ## Inputs - `gameObjectRef` — the GameObject hosting the `Tilemap` (required). - `x`, `y`, `z` — the cell coordinate (z defaults to 0). - `color` — optional per-cell tint color; unlocks `TileFlags.LockColor` when applied. - `flipX`, `flipY` — optional booleans to mirror the tile. - `rotationZ` — optional Z rotation in degrees. - `scale` — optional uniform/again per-axis scale (default identity). ## Behavior When a color is given, removes `TileFlags.LockColor` then calls `SetColor`. When any transform argument is given, removes `TileFlags.LockTransform` then builds a TRS matrix and calls `SetTransformMatrix`. Marks the scene dirty and repaints. Runs on the Unity main thread. ## How to Call ```bash unity-mcp-cli run-tool tilemap-set-tile-flags --input '{ "gameObjectRef": "string_value", "x": 0, "y": 0, "z": 0, "color": "string_value", "flipX": "string_value", "flipY": "string_value", "rotationZ": "string_value", "scale": "string_value" }' ``` > For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool tilemap-set-tile-flags --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool tilemap-set-tile-flags --input-file - <<'EOF' > {"param": "value"} > EOF > ``` ### Troubleshooting If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead. Read the /unity-initial-setup skill for detailed installation instructions. ## Input | Name | Type | Required | Description | |------|------|----------|-------------| | `gameObjectRef` | `any` | Yes | Reference to the GameObject containing the Tilemap component. | | `x` | `integer` | Yes | Cell X coordinate. | | `y` | `integer` | Yes | Cell Y coordinate. | | `z` | `integer` | No | Cell Z coordinate (default 0). | | `color` | `any` | No | Optional per-cell tint color. | | `flipX` | `any` | No | Optional: mirror the tile horizontally. | | `flipY` | `any` | No | Optional: mirror the tile vertically. | | `rotationZ` | `any` | No | Optional: Z rotation in degrees. | | `scale` | `any` | No | Optional per-axis scale (default (1,1,1)). | ### Input JSON Schema ```json { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef" }, "x": { "type": "integer" }, "y": { "type": "integer" }, "z": { "type": "integer" }, "color": { "$ref": "#/$defs/UnityEngine.Color" }, "flipX": { "$ref": "#/$defs/System.Boolean" }, "flipY": { "$ref": "#/$defs/System.Boolean" }, "rotationZ": { "$ref": "#/$defs/System.Single" }, "scale": { "$ref": "#/$defs/UnityEngine.Vector3" } }, "$defs": { "UnityEngine.EntityId": { "type": "string", "pattern": "^[0-9]+$" }, "System.Type": { "type": "string" }, "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)" }, "path": { "type": "string", "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2." }, "name": { "type": "string", "description": "Name of a GameObject in hierarchy. Priority: 3." }, "assetType": { "$ref": "#/$defs/System.Type", "description": "Type of the asset." }, "assetPath": { "type": "string", "description": "Path to the asset within the project. Starts with 'Assets/'" }, "assetGuid": { "type": "string", "description": "Unique identifier for the asset." } }, "required": [ "instanceID" ], "description": "Find GameObject in opened Prefab or in the active Scene." }, "UnityEngine.Color": { "type": "object", "properties": { "r": { "type": "number", "minimum": 0, "maximum": 1 }, "g": { "type": "number", "minimum": 0, "maximum": 1 }, "b": { "type": "number", "minimum": 0, "maximum": 1 }, "a": { "type": "number", "minimum": 0, "maximum": 1 } }, "required": [ "r", "g", "b", "a" ], "additionalProperties": false }, "System.Boolean": { "type": "boolean" }, "System.Single": { "type": "number" }, "UnityEngine.Vector3": { "type": "object", "properties": { "x": { "type": "number" }, "y": { "type": "number" }, "z": { "type": "number" } }, "required": [ "x", "y", "z" ], "additionalProperties": false } }, "required": [ "gameObjectRef", "x", "y" ] } ``` ## Output ### Output JSON Schema ```json { "type": "object", "properties": { "result": { "$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Tilemap-SetTileFlagsResponse" } }, "$defs": { "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)" }, "path": { "type": "string", "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2." }, "name": { "type": "string", "description": "Name of a GameObject in hierarchy. Priority: 3." }, "assetType": { "$ref": "#/$defs/System.Type", "description": "Type of the asset." }, "assetPath": { "type": "string", "description": "Path to the asset within the project. Starts with 'Assets/'" }, "assetGuid": { "type": "string", "description": "Unique identifier for the asset." } }, "required": [ "instanceID" ], "description": "Find GameObject in opened Prefab or in the active Scene." }, "UnityEngine.EntityId": { "type": "string", "pattern": "^[0-9]+$" }, "System.Type": { "type": "string" }, "AIGD.ComponentRef": { "type": "object", "properties": { "index": { "type": "integer", "description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1." }, "typeName": { "type": "string", "description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null." }, "instanceID": { "$ref": "#/$defs/UnityEngine.EntityId", "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'." } }, "required": [ "index", "instanceID" ], "description": "Component reference. Used to find a Component at GameObject." }, "com.IvanMurzak.Unity.MCP.Editor.API.Tool_Tilemap-SetTileFlagsResponse": { "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef", "description": "Reference to the Tilemap GameObject." }, "tilemapRef": { "$ref": "#/$defs/AIGD.ComponentRef", "description": "Reference to the Tilemap component." }, "cellX": { "type": "integer", "description": "Cell X coordinate." }, "cellY": { "type": "integer", "description": "Cell Y coordinate." }, "cellZ": { "type": "integer", "description": "Cell Z coordinate." }, "colorApplied": { "type": "boolean", "description": "True when a color override was applied." }, "transformApplied": { "type": "boolean", "description": "True when a transform override was applied." }, "success": { "type": "boolean", "description": "Whether the operation succeeded." } }, "required": [ "cellX", "cellY", "cellZ", "colorApplied", "transformApplied", "success" ] } }, "required": [ "result" ] } ```