
tilemap-ruletile-createempty
热门Creates an empty RuleTile asset without Sprite or Spritesheet inputs. Use ONLY when the user wants a blank RuleTile, HexagonalRuleTile, or IsometricRuleTile for custom rule configuration AND has not provided or referenced any sprites. If the user mentions existing sprites, terrain art, edge tiles, or a tiles folder, use tilemap-ruletile-createfromsegment instead, never this skill.
Creates an empty RuleTile asset without Sprite or Spritesheet inputs. Use ONLY when the user wants a blank RuleTile, HexagonalRuleTile, or IsometricRuleTile for custom rule configuration AND has not provided or referenced any sprites. If the user mentions existing sprites, terrain art, edge tiles, or a tiles folder, use tilemap-ruletile-createfromsegment instead, never this skill.
Tilemap RuleTile Create Empty
Workflow
Step 1: Verify No Sprite Inputs
WAIT - Confirm that no Sprites or Spritesheets were specified by the user. This skill is only for empty RuleTiles. If there are Sprites or Spritesheets specified by the user, use the tilemap-ruletile-createfromsegment skill instead.
Step 2: Determine RuleTile Type
Identify which RuleTile type to create based on user request:
- RuleTile: Standard rectangular grid
- HexagonalRuleTile: Hexagonal grid layout
- IsometricRuleTile: Isometric grid layout
Step 3: Create Empty TilingRules
For each TilingRule, ensure the Sprite array has one null entry.
Branching Logic (RuleTile Types)
Path A: RuleTile
- Use template from
resources/ruletile.md.
Path B: HexagonalRuleTile
- Use template from
resources/hexagonalruletile.md.
Path C: IsometricRuleTile
- Create empty rules with appropriate neighbor positions for isometric layout.
Important Notes
- TilingRuleOutput.Neighbor.This: Use to identify RuleTiles that are the same (matching neighbors).
- TilingRuleOutput.Neighbor.NotThis: Do NOT use unless explicitly specified by the user to ignore a Tile at a certain position.





