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