# Tilemap Palette Create

> Creates a Tile Palette asset. Use when the user wants to organize tiles for 2D level design or create a new Tile Palette from scratch. The user can specify the Grid layout, eg. Rectangular, Hexagonal, Isometric.

- Skill: `unity-technologies/tilemap-palette-create` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds add unity-technologies/tilemap-palette-create`
- Raw SKILL.md: https://api.skillmd.com/api/skills/unity-technologies/tilemap-palette-create/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: Unity-Technologies (https://skillmd.com/u/unity-technologies)
- Updated: 2026-09-09
- Page: https://skillmd.com/skills/unity-technologies/tilemap-palette-create

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# Tilemap Palette Creation

## Workflow

### Step 1: Parameter Gathering
WAIT for the user to specify the following parameters if not already provided:
- **Palette Name**: The name of the asset.
- **Grid Type**: Rectangular, Hexagonal, or Isometric.
- **Cell Size**: Optional (defaults based on Grid Type).
- **Sort Axis**: Required for Isometric palettes.

### Step 2: Asset Creation
Utilise `UnityEditor.Tilemaps.GridPaletteUtility.CreateNewPalette` to create the Tile Palette asset.

## Branching Logic (Grid Types)

### Path A: Rectangular
- Use **Automatic** cell sizing. Use cell size: `(1, 1, 0)` as a default.

### Path B: Hexagonal
- Use cell size: `(0.8659766, 1, 1)`.

### Path C: Isometric
- Use cell size: `(1, 0.5, 1)`.
- Use a **Custom Sort Axis** with value `(0, 0, 1)`.

### Path D: Isometric Z As Y
- Use cell size: `(1, 0.5, 1)`.
- Use a **Custom Sort Axis** with value `(0, 0, 1)`.

## Post-Creation
Ensure that there is a `GridPalette` as a sub-asset of the Tile Palette asset.

## References

Code Template: "scripts/CreatePaletteTemplate.cs"
