Runtime tools
Brush and selection tools, map-pointer input, visual feedback, active-layer support, and a runtime UI system provide the authoring surface.
Unity tooling
A runtime map-authoring toolkit for building, editing, streaming, rendering, and persisting large 2D tile worlds inside Unity.
A live demonstration of Tilemap Runtime Pro and its runtime world-authoring workflow.
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.
Brush and selection tools, map-pointer input, visual feedback, active-layer support, and a runtime UI system provide the authoring surface.
Chunk views and lifecycle controllers organize map data around configurable chunk bands and keep active world data near the point of interest.
Dedicated render, collision, foliage, and diagnostic consumers translate the same world data into focused runtime behavior.
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.
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.
World save containers, chunk codecs, binary chunk storage, manifests, and cached import/export components provide the groundwork for durable map data.
The runtime map remains the shared source for rendering, collision, foliage, diagnostics, persistence, and interactive tools rather than duplicating map state per feature.
The system combines in-editor asset preparation with in-game authoring, making it useful for prototyping, player-facing creation workflows, and ongoing world development.