Unity tooling

Tilemap Runtime Pro

A runtime map-authoring toolkit for building, editing, streaming, rendering, and persisting large 2D tile worlds inside Unity.

Unity / C#Runtime authoringChunk streamingWorld persistence

Project video

A live demonstration of Tilemap Runtime Pro and its runtime world-authoring workflow.

What it is

Tilemap Runtime Pro is designed around the idea that a 2D map can be a living runtime world, not only an editor-authored asset. It supplies the tooling, world data, visual consumers, and storage layers needed to support that workflow.

Runtime tools

Brush and selection tools, map-pointer input, visual feedback, active-layer support, and a runtime UI system provide the authoring surface.

Streaming world

Chunk views and lifecycle controllers organize map data around configurable chunk bands and keep active world data near the point of interest.

World consumers

Dedicated render, collision, foliage, and diagnostic consumers translate the same world data into focused runtime behavior.

Chunk-based world management

The project uses chunk-oriented map data and runtime chunk consumers, allowing the visible and active parts of a world to be managed independently from the full stored map.

Runtime map data
Chunk lifecycle and bands
Render, collision, foliage, and tools

Hot, warm, and cold states

Chunk-band participation supports active nearby chunks, warm retained chunks, and cold offloaded chunks—an organized model for large worlds and changing points of interest.

Persistence and cache

World save containers, chunk codecs, binary chunk storage, manifests, and cached import/export components provide the groundwork for durable map data.

Authoring and tile libraries

Tile libraries

  • Authored tile and foliage libraries organize the content used by a runtime map.
  • Runtime tile-library builders and palette bridges connect authored assets to in-game tools.
  • Tileset Wizard utilities support source-texture processing, slicing, tile asset creation, and palette generation.

World interaction

  • World-pointer and map-pointer systems resolve the player’s view into map-space interaction.
  • Runtime tool contexts coordinate brushes, selection, tile application, and layer-aware editing.
  • Camera pan and zoom systems support comfortable navigation through a map during authoring.

Design approach

One world, multiple uses

The runtime map remains the shared source for rendering, collision, foliage, diagnostics, persistence, and interactive tools rather than duplicating map state per feature.

Built for iteration

The system combines in-editor asset preparation with in-game authoring, making it useful for prototyping, player-facing creation workflows, and ongoing world development.

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