TILEMAP: COMPLETE TILESETS

Every tile you need to paint levels — grass, dirt, castle, sand, snow, and more

Lesson 12 Tilemap — Complete Tilesets Unity 2D — Year 9 Kenney Assets
1
CRITICAL: Import Settings for Tiles
Get this wrong and everything breaks
You MUST configure these settings before using any Kenney tiles!
Kenney tiles are 70×70 pixels each. Unity defaults to 100 Pixels Per Unit, which will make your tiles the wrong size and leave gaps everywhere.

Required settings for EVERY tile import:
Pixels Per Unit: 70 — matches Kenney's 70×70 tile size
Filter Mode: Point (no filter) — keeps pixel art crisp with no blurring
Sprite Mode: Single — each tile image is one complete tile

Step-by-Step Import Setup

  1. Select ALL tile images you imported (Shift+click to multi-select in Project window)
  2. In the Inspector → set Pixels Per Unit: 70
  3. Set Filter Mode: Point (no filter)
  4. Click Apply at the bottom of the Inspector
Tiles look too big or too small? The Pixels Per Unit is wrong. 70 is the magic number for Kenney tiles! If you see gaps between tiles or they overlap, double-check this setting on every tile sprite.
2
Grass World Tiles (Starter Set)
The most common tileset — perfect for your first level

Location: Base pack/Tiles/

Surface Tiles

FileDescriptionUsage
grassMid.pngFlat grass topMain ground surface
grassLeft.pngGrass left edgeLeft end of platform
grassRight.pngGrass right edgeRight end of platform
grassHalf.pngThin grass platformFloating platforms
grassHalfLeft.pngThin platform leftFloat platform left edge
grassHalfMid.pngThin platform middleFloat platform middle
grassHalfRight.pngThin platform rightFloat platform right edge

Underground Fill

FileDescriptionUsage
grassCenter.pngSolid dirt fillBelow grass surface
dirtCenter.pngAlternative dirtUnderground fill
dirtMid.pngDirt with top edgeVisible dirt surface

Cliff / Wall Tiles

FileDescriptionUsage
grassCliffLeft.pngLeft cliff faceTall wall
grassCliffRight.pngRight cliff faceTall wall

Hills / Slopes

FileDescriptionUsage
grassHillLeft.pngSlope up-rightDecorative hill
grassHillRight.pngSlope up-leftDecorative hill

Ledge Tiles

FileDescriptionUsage
grassLedgeLeft.pngOverhang leftCeiling / overhang
grassLedgeRight.pngOverhang rightCeiling / overhang
How grass tiles fit together: grassLeft grassMid grassMid grassMid grassRight +----------+----------+----------+----------+----------+ |~~~~~~~~~~|~~~~~~~~~~|~~~~~~~~~~|~~~~~~~~~~|~~~~~~~~~~| | grass | grass | grass | grass | grass | +----------+----------+----------+----------+----------+ |grassCliff|grassCentr|grassCentr|grassCentr|grassCliff| | Left | (fill) | (fill) | (fill) | Right | +----------+----------+----------+----------+----------+
💡 Build pattern: Use grassLeft on the left end, repeat grassMid across the middle, and grassRight on the right end. Fill below with grassCenter. This is the same pattern for every world theme!
3
Other World Themes
Same naming pattern, different visual styles
Every theme follows the SAME naming pattern! Just swap the prefix. If you know the grass tiles, you know them all: [theme]Mid, [theme]Left, [theme]Right, [theme]Half, [theme]Center, [theme]CliffLeft/Right, [theme]HillLeft/Right, [theme]LedgeLeft/Right.

Castle Theme

PrefixTiles IncludedLocation
castlecastleMid, castleLeft, castleRight, castleHalf, castleCenter, castleCliffLeft, castleCliffRight, castleHillLeft, castleHillRight, castleLedgeLeft, castleLedgeRightBase pack/Tiles/

Sand / Desert Theme

PrefixTiles IncludedLocation
sandsandMid, sandLeft, sandRight, sandHalf, sandCenter, sandCliffLeft, sandCliffRight, sandHillLeft, sandHillRight, sandLedgeLeft, sandLedgeRightBase pack/Tiles/

Snow / Winter Theme

PrefixTiles IncludedLocation
snowsnowMid, snowLeft, snowRight, snowHalf, snowCenter, snowCliffLeft, snowCliffRight, snowHillLeft, snowHillRight, snowLedgeLeft, snowLedgeRightBase pack/Tiles/

Stone / Cave Theme

PrefixTiles IncludedLocation
stonestoneMid, stoneLeft, stoneRight, stoneHalf, stoneCenter, stoneCliffLeft, stoneCliffRight, stoneHillLeft, stoneHillRight, stoneLedgeLeft, stoneLedgeRight, stoneWallBase pack/Tiles/

Expansion Pack Themes

ThemeWhat You GetLocation
IceFull tileset (same naming pattern with ice prefix)Ice expansion/Tiles/
CandyFull tileset (candy-themed platforms and fill)Candy expansion/Tiles/
BuildingsFull tileset (urban/building-themed tiles)Buildings expansion/Tiles/
MushroomStems and caps (mushroom-themed platforms)Mushroom expansion/PNG/
💡 Mix and match! You can combine tiles from different themes in the same level. Use grass for the surface and stone for underground caves. The tiles are all the same 70×70 size so they fit together perfectly.
4
Special Feature Tiles
Ladders, water, lava, doors, signs, and more

Ladders

FileLocationUsage
ladder_mid.pngBase pack/Tiles/Climbable ladder (middle section)
ladder_top.pngBase pack/Tiles/Climbable ladder (top section)

Liquid Hazards

FileLocationUsage
liquidWaterTop.pngBase pack/Tiles/Water surface (top of water)
liquidWater.pngBase pack/Tiles/Water body (fill below surface)
liquidLavaTop.pngBase pack/Tiles/Lava surface (top of lava)
liquidLava.pngBase pack/Tiles/Lava body (fill below surface)

Doors

FileLocationUsage
door_openMid.png, door_openTop.pngBase pack/Tiles/Open door (level exit)
door_closedMid.png, door_closedTop.pngBase pack/Tiles/Locked door

Locks

FileLocationUsage
lock_blue.pngBase pack/Tiles/Blue lock
lock_green.pngBase pack/Tiles/Green lock
lock_red.pngBase pack/Tiles/Red lock
lock_yellow.pngBase pack/Tiles/Yellow lock

Bridges

FileLocationUsage
bridge.pngBase pack/Tiles/Wooden bridge
bridgeLogs.pngBase pack/Tiles/Log bridge

Torches & Windows

FileLocationUsage
tochLit.pngBase pack/Tiles/Lit torch (castle/dungeon)
tochLit2.pngBase pack/Tiles/Lit torch variant
torch.pngBase pack/Tiles/Unlit torch
window.pngBase pack/Tiles/Castle window

Signs

FileLocationUsage
sign.pngBase pack/Tiles/Blank direction sign
signExit.pngBase pack/Tiles/Exit sign
signLeft.pngBase pack/Tiles/Arrow pointing left
signRight.pngBase pack/Tiles/Arrow pointing right

Fences

FileLocationUsage
fence.pngBase pack/Tiles/Wooden fence
fenceBroken.pngBase pack/Tiles/Broken fence
5
Backgrounds for Your Tilemap Level
Sky and scenery behind your tiles
FileLocationDescription
bg.pngBase pack/Default sky
bg_castle.pngBase pack/Castle sky
bg_grasslands.pngMushroom expansion/Backgrounds/Green grasslands
bg_desert.pngMushroom expansion/Backgrounds/Desert
bg_castle.pngMushroom expansion/Backgrounds/Dark castle
bg_shroom.pngMushroom expansion/Backgrounds/Mushroom world
💡 Background setup: Drag the background image into your Scene, set its Order in Layer to -10 (or any negative number) so it renders behind everything else. Scale it to fill your camera view.
6
Tile Palette Setup Steps
Create a palette and start painting your level

Creating Your Tile Palette

  1. Go to Window → 2D → Tile Palette
  2. Click Create New Palette → name it "GrassTiles" (or your theme name)
  3. Grid: Rectangle, Cell Size: Automatic
  4. Create an Assets/Palettes/ folder and an Assets/TileAssets/ folder
  5. Drag all your tile PNGs into the Tile Palette window
  6. Save tile assets to the TileAssets/ folder when prompted
  7. Start painting!

Painting Tool Shortcuts

KeyToolWhat It Does
BPaint BrushPlace one tile at a time
UBox FillDrag to fill a rectangle with tiles
DEraserRemove tiles
IEyedropperPick an existing tile from the scene
GFlood FillFill an entire area with one tile
Pro workflow: Select a tile in the palette, press B to paint, hold Shift to draw straight lines. Use U (Box Fill) to quickly fill large underground areas with grassCenter or dirtCenter tiles.
7
Collision Setup
Make your tiles solid so the player can walk on them

Adding Collision to Your Tilemap

  1. Select the Ground Tilemap in the Hierarchy
  2. Add Component → Tilemap Collider 2D
  3. Add Component → Composite Collider 2D (merges individual tile colliders into one smooth surface)
  4. A Rigidbody 2D is auto-added — set Body Type: Static
  5. On the Tilemap Collider 2D component, check "Used By Composite"
  6. Set the Tag to "Ground"
Do NOT add colliders to background tilemaps! Only the Ground tilemap needs collision. If you add colliders to decorative or background tiles, your player will get stuck on invisible walls.
💡 Why Composite Collider? Without it, every single tile has its own tiny box collider. Your player can catch on the edges between tiles and stutter. The Composite Collider merges them into one smooth shape.