Version: 2019.1 (switch to 2018.3 or 2017.4)
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  • C#

GridBrush

class in UnityEditor

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Inherits from:GridBrushBase

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Implemented in:UnityEditor

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Description

Default built-in brush for painting or erasing tiles and/or gamobjects on a grid.

Default brush is meant for two things: Authoring GameObjects on a grid and authoring tiles on a grid. It can be used for both at the same time if necessary. Basically the default brush allows you to pick and paste tiles and GameObjects from one area to another.

Tiles in a tilemap are considered to be active for brush editing if a GameObject with Tilemap is currently selected. GameObjects are considered to be active for brush editing if their parent GameObject is currently selected.

For example: A new default brush with size of 2x3 is generated as a result of Scene view picking operation. The new instance contains six cells (BrushCell) and the cells are fed with tiles & GameObjects from the picking area.

Later when this brush is used in a painting operation, all the tiles and GameObjects contained in the cells are set/cloned into a new Scene position.

When creating custom brushes, it is recommended to inherit GridBrushBase by default. Inheriting GridBrush is possible when similar functionality is required, but extending it has its limits compared to base class.

It is also possible to replace the default GridBrush from the Tile Palette brush list completely by using the GridDefaultBrush attribute on one of your custom brushes and promote it to become a new default brush of the project. This is useful when higher level brush can operate as a default and protect designers from accidentally using the built-in one.

Properties

cellCountNumber of brush cells in the brush.
cellsAll the brush cells the brush holds.
pivotPivot of the brush.
sizeSize of the brush in cells.

Public Methods

BoxEraseErases tiles and GameObjects from given bounds within the selected layers.
BoxFillBox fills tiles and GameObjects into given bounds within the selected layers.
EraseErases tiles and GameObjects in a given position within the selected layers.
FlipFlips the brush in the given axis.
FloodFillFlood fills tiles and GameObjects starting from a given position within the selected layers.
GetCellIndexGets the index to the GridBrush.BrushCell based on the position of the BrushCell.
GetCellIndexWrapAroundGets the index to the GridBrush.BrushCell based on the position of the BrushCell. Wraps each coordinate if it is larger than the size of the GridBrush.
InitInitializes the content of the GridBrush.
MoveEndMoveEnd is called when user has ended the move of the area previously selected with the selection marquee.
MoveStartMoveEnd is called when user starts moving the area previously selected with the selection marquee.
PaintPaints tiles and GameObjects into a given position within the selected layers.
PickPicks tiles from selected tile maps and child GameObjects, given the coordinates of the cells.
ResetClear all data of the brush.
RotateRotates the brush by 90 degrees in the given direction.
SetColorSets a tint color at the position in the brush.
SetMatrixSets a transform matrix at the position in the brush. This matrix is used specifically for tiles on a Tilemap and not GameObjects of the brush cell.
SetTileSets a Tile at the position in the brush.
UpdateSizeAndPivotUpdates the size, pivot and the number of layers of the brush.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

ChangeZPositionChanges the Z position of the GridBrushBase.
MoveMove is called when user moves the area previously selected with the selection marquee.
ResetZPositionResets Z position changes of the GridBrushBase.
SelectSelect an area of a grid.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

Static Methods

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.

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