Kursach_StealthAction/.gemini/skills/tilemap-set-tile-flags/SKILL.md

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Markdown

---
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"
]
}
```