Tilemap RuleTile Create From Segment

SkillDev tools

Use when the user wants tiles that auto-tile (autotile) as they paint, wants a RuleTile built from existing terrain or edge sprites, or asks to make sprites "tile correctly" or "connect properly". Also converts sprite-segment-3x3grid output patterns into Unity RuleTile TilingRules: 3x3 grid text patterns (X, ., *) become TilingRule neighbor configurations, mapping '.' to 'This' rules and 'X' to 'DontCare', sorted by specificity (more 'This' rules first). Use when creating RuleTiles from sprite analysis or defining tile neighbor rules programmatically. Sprites must be provided as input.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the Tilemap RuleTile Create From Segment skill

What this skill tells your AI

The instructions your AI receives, as published by unity-technologies/skills in skills/tilemap-ruletile-createfromsegment/SKILL.md and read by ahel’s review.

Purpose

This skill creates Unity RuleTile TilingRules by first analyzing sprites using the sprite-segment-3x3grid skill, then converting the resulting text patterns into neighbor rule configurations. The user must specify Sprites or a Spritesheet input.

Workflow

Step 1: sprite-segment-3x3grid    Step 2: Create TilingRules
+--------------------------+      +--------------------------+
|  Analyze each Sprite     |      |  Parse text patterns     |
|  using color matching    |  ->  |  Map to neighbor rules   |
|  Output: text pattern    |      |  Sort by specificity     |
+--------------------------+      +--------------------------+

CRITICAL: Always run the sprite-segment-3x3grid skill first on each Sprite to generate the text pattern.

Step 1: Apply sprite-segment-3x3grid (Required)

For each Sprite in your texture, analyze it with sprite-segment-3x3grid:

string pattern = SpriteSegment3x3Grid.AnalyzeSpriteGrid(sprite, matchThreshold: 0.75f);

Pattern Output Format

Single-line text pattern: [TopRow] / [MiddleRow] / [BottomRow]

Each row contains 3 characters separated by spaces:

  • X - Cell does NOT meet match threshold
  • . - Cell MEETS match threshold (matches center color)
  • * - Center cell (the tile itself)

Example: X X X / X * X / . . .

Step 2: Create TilingRules from Patterns

Symbol to Rule Mapping

SymbolRuleTile NeighborValueBehavior
.This1Neighbor must be an instance of this RuleTile
XDontCare0Position not added to neighbors list
*(center)N/AIgnored - represents the tile itself

Note: "DontCare" is not an explicit constant. A position is "don't care" when it is simply not included in the m_Neighbors and m_NeighborPositions lists.

Neighbor Position Mapping

Grid Layout:              Unity Vector3Int positions:
[0] [1] [2]  (Top)        (-1,1,0)  (0,1,0)  (1,1,0)
[3] [*] [5]  (Middle)     (-1,0,0)    ---    (1,0,0)
[6] [7] [8]  (Bottom)     (-1,-1,0) (0,-1,0) (1,-1,0)
IndexPositionVector3Int
0Top-Left(-1, 1, 0)
1Top(0, 1, 0)
2Top-Right(1, 1, 0)
3Left(-1, 0, 0)
4Center(skipped)
5Right(1, 0, 0)
6Bottom-Left(-1, -1, 0)
7Bottom(0, -1, 0)
8Bottom-Right(1, -1, 0)

Pattern Filtering

By default, detected patterns that do not match any entry in the Common Tile Patterns table are discarded. Only the 47 known patterns are kept. This prevents unexpected or noisy rules from appearing in the final RuleTile.

If the user explicitly asks to keep non-standard patterns, set filterToKnownPatterns: false to bypass this filtering.

Deduplication

Duplicate TilingRules with identical neighbor configurations are automatically removed. When multiple sprites produce the same pattern, only the first sprite encountered is kept.

Rule Sorting

Rules are sorted by specificity (number of This rules) in descending order. More specific rules are evaluated first.

This CountExample PatternPriority
8. . . / . * . / . . .First
5. . . / . * . / X X X...
3X X X / X * X / . . ....
0X X X / X * X / X X XLast

Sprite Assignment

Each TilingRule is assigned at most 1 Sprite:

  • Set m_Output to TilingRuleOutput.OutputSprite.Single
  • Assign the sprite to m_Sprites[0]

The RuleTile's m_DefaultSprite is set to the sprite from the bottom-most (least specific) rule. Since rules are sorted by specificity descending, this is the last rule in the list. This sprite is used when no TilingRule matches.

Algorithm Summary

  1. For each Sprite: Run sprite-segment-3x3grid and store the pattern
  2. Filter: Discard patterns not in Common Tile Patterns (unless user opts out)
  3. Deduplicate: Remove duplicate patterns (first sprite wins)
  4. Parse: Split by / for rows, then by space for cells
  5. Extract Neighbors: . -> add position with This (1); X -> skip
  6. Create TilingRule: Populate m_Neighbors and m_NeighborPositions
  7. Assign Sprite: Set single sprite output
  8. Sort: Order by specificity descending
  9. Apply: Add sorted rules to RuleTile asset
  10. Default Sprite: Set m_DefaultSprite to the last (least specific) rule's sprite

Scripts

Implementation and usage examples are in the scripts/ folder:

FileDescription
TilemapRuleTileCreateFromSegment.csCore implementation with CreateRuleTileFromSprites, CreateTilingRuleFromPattern, ParsePattern, and ApplyRulesToTile
RuleTileGenerator.csEditor window example (Tools > Generate RuleTile from Sprites)
ManualWorkflowExample.csManual two-step workflow for finer control over analysis

Quick Usage

// Get sprites and create rules in one call
var rules = TilemapRuleTileCreateFromSegment.CreateRuleTileFromSprites(
    sprites, matchThreshold: 0.75f, colorTolerance: 0.04f);

// Apply to RuleTile
var ruleTile = ScriptableObject.CreateInstance<RuleTile>();
TilemapRuleTileCreateFromSegment.ApplyRulesToTile(ruleTile, rules);

Common Tile Patterns

Tile TypePatternThis Count
Fully surrounded (inner tile). . . / . * . / . . .8
Top left corner missingX . . / . * . / . . .7
Top right corner missing. . X / . * . / . . .7
Bottom left corner missing. . . / . * . / X . .7
Bottom right corner missing. . . / . * . / . . X7
Top corners missingX . X / . * . / . . .6
Bottom corners missing. . . / . * . / X . X6
Left corners missingX . . / . * . / X . .6
Right corners missing. . X / . * . / . . X6
Top Left and Bottom Right diagonal corners missingX . . / . * . / . . X6
Top Right and Bottom Left diagonal corners missing. . X / . * . / X . .6
Top Left, Top Right and Bottom Left corners missingX . X / . * . / X . .5
Top Left, Top Right and Bottom Right corners missingX . X / . * . / . . X5
Top Left, Bottom Left and Bottom Right corners missingX . . / . * . / X . X5
Top Right, Bottom Left and Bottom Right corners missing. . X / . * . / X . X5
Cross SectionX . X / . * . / X . X4
Flat edge (Bottom)X X X / . * . / . . .5
Flat edge (Top). . . / . * . / X X X5
Flat edge (Left). . X / . * X / . . X5
Flat edge (Right)X . . / X * . / X . .5
L-Shape, Point RightX X X / . * . / . . X4
L-Shape, Point Bottom. . X / . * X / X . X3
L-Shape, Point LeftX . . / . * . / X X X4
L-Shape, Point TopX . X / X * . / X . .3
L-Shape Inverse, Point LeftX X X / . * . / X . .4
L-Shape Inverse, Point BottomX . . / X * . / X . X3
L-Shape Inverse, Point Right. . X / . * . / X X X4
L-Shape Inverse, Point TopX . X / . * . / . . X5
T-Shape, face downX X X / . * . / X . X3
T-Shape, face topX . X / . * . / X X X3
T-Shape, face leftX . X / . * X / X . X3
T-Shape, face rightX . X / X * . / X . X3
Horizontal bridgeX X X / . * . / X X X2
Vertical bridgeX . X / X * X / X . X2
Corner piece, Bottom RightX X X / X * . / X . .3
Corner piece, Bottom LeftX X X / . * X / . . X3
Corner piece, Top Left. . X / . * X / X X X3
Corner piece, Top RightX . . / X * . / X X X3
Edge end, Bottom RightX X X / X * . / X . X2
Edge end, Bottom LeftX X X / . * X / X . X2
Edge end, Top LeftX . X / . * X / X X X2
Edge end, Top RightX . X / X * . / X X X2
Single isolated tile, LeftX X X / . * X / X X X1
Single isolated tile, RightX X X / X * . / X X X1
Single isolated tile, TopX . X / X * X / X X X1
Single isolated tile, BottomX X X / X * X / X . X1
CenterX X X / X * X / X X X0

Notes

  • Always run sprite-segment-3x3grid first -- this skill depends on its output
  • Rules are evaluated in order; first matching rule wins
  • A rule with 0 This conditions matches any configuration (use as fallback)
  • The center cell (*) is always ignored in neighbor calculations
  • Unity's RuleTile supports up to 8 neighbors in a standard 3x3 grid
  • For hexagonal or isometric grids, use HexagonalRuleTile or IsometricRuleTile

Prerequisites

  • sprite-segment-3x3grid skill: generates the input patterns. It ships in this same plugin as sprite-segment-3x3grid, so it is always available — invoke it rather than treating it as an unmet dependency.
  • com.unity.2d.tilemap.extras package: Required for RuleTile class

See Also

  • sprite-segment-3x3grid - required prerequisite; generates the input patterns
  • Packages/com.unity.2d.tilemap.extras/Runtime/Tiles/RuleTile/RuleTile.cs for RuleTile implementation
  • Unity Manual: Rule Tile

Signals

GitHub stars
806
Forks
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Last commit
Sep 2026
Advanced
Catalog kind
skill
Gateway key
tilemap-ruletile-createfromsegment
Source
github.com/unity-technologies/skills