# Vector3Int

> Initializes and returns an instance of a new Vector3Int with x and y components and sets z to zero.

## Definition

* **Type:** Constructor
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

## Vector3Int(int, int)

Initializes and returns an instance of a new Vector3Int with x and y components and sets `z` to zero.

```csharp
public Vector3Int(int x, int y)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The X component of the Vector3Int.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The Y component of the Vector3Int.

## Vector3Int(int, int, int)

Initializes and returns an instance of a new Vector3Int with x, y, z components.

```csharp
public Vector3Int(int x, int y, int z)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The X component of the Vector3Int.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The Y component of the Vector3Int.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The Z component of the Vector3Int.

### Examples

```csharp
// Attach this script to a GameObject.
// Attach a Tilemap component to the GameObject (Click <b>Add Component</b> button in the Inspector window and go to <b>2D</b><<b>Tilemap</b>)
// This script sets a Tile at a Vector3Int position
using UnityEngine;
using UnityEngine.Tilemaps;

public class Vector3IntCtorExample : MonoBehaviour
{
    Vector3Int m_Position;
    Tilemap m_Tilemap;
    Tile m_Tile;

    void Start()
    {
        // Position to set the Tile at
        m_Position = new Vector3Int(1, 5, -2);
        // Fetch the Tilemap you attach to the GameObject
        m_Tilemap = GetComponent<Tilemap>();
        // Create a Tile
        m_Tile = ScriptableObject.CreateInstance<Tile>();
    }

    void Update()
    {
        // Sets a Tile at the position if a Tile does not exist at the position on the Tilemap
        if (!m_Tilemap.HasTile(m_Position))
            m_Tilemap.SetTile(m_Position, m_Tile);
    }
}
```
