# SetTransformMatrix(Vector3Int, Matrix4x4)

> Sets the transform matrix of a Tile given the XYZ coordinates of a cell in the Tilemap.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Tilemaps](/engine/6000.5/script-reference/unityengine/tilemaps.md)
* **Assembly:** UnityEngine.TilemapModule

```csharp
public void SetTransformMatrix(Vector3Int position, Matrix4x4 transform)
```

### Parameters

**** (\[Vector3Int]\(/engine/6000.5/script-reference/unityengine/vector3int)): Position of the Tile on the [Tilemap](/engine/6000.5/script-reference/unityengine/tilemaps/tilemap.md).**** (\[Matrix4x4]\(/engine/6000.5/script-reference/unityengine/matrix4x4)): The transform matrix.

### Remarks

Note that if the Tile has set [TileFlags.LockTransform](/engine/6000.5/script-reference/unityengine/tilemaps/tileflags/locktransform.md), then this matrix has no effect.

```csharp
// Rotate the tile in (0,0,0) 90 degrees
using UnityEngine;
using UnityEngine.Tilemaps;

public class ExampleClass : MonoBehaviour
{
    void Start()
    {
        Tilemap tilemap = GetComponent<Tilemap>();
        Matrix4x4 matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0f, 0f, 90f), Vector3.one);
        tilemap.SetTransformMatrix(new Vector3Int(0, 0, 0), matrix);
    }
}
```

Refer to Scriptable Tiles and Tilemap for more information.
