# GetTileData(Vector3Int, ITilemap, ref TileData)

> Retrieves any tile rendering data from the scripted tile.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Tilemaps](/engine/6000.7/script-reference/unityengine/tilemaps.md)
* **Assembly:** UnityEngine.TilemapModule

## GetTileData(Vector3Int, ITilemap, TileData)

```csharp
public virtual void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
```

### Parameters

**** (\[Vector3Int]\(/engine/6000.7/script-reference/unityengine/vector3int)): Position of the Tile on the [Tilemap](/engine/6000.7/script-reference/unityengine/tilemaps/tilemap.md).**** (\[ITilemap]\(/engine/6000.7/script-reference/unityengine/tilemaps/itilemap)): The [Tilemap](/engine/6000.7/script-reference/unityengine/tilemaps/tilemap.md) the tile is present on.**** (\[TileData]\(/engine/6000.7/script-reference/unityengine/tilemaps/tiledata)): Data to render the tile.

### Remarks

Implement this and fill in the [TileData](/engine/6000.7/script-reference/unityengine/tilemaps/tiledata.md) to have the [Tilemap](/engine/6000.7/script-reference/unityengine/tilemaps/tilemap.md) to render the tile.

### Examples

```csharp
using UnityEngine;
using UnityEngine.Tilemaps;

 // Tile that repeats two sprites in checkerboard pattern
[CreateAssetMenu]
public class CheckerboardTile : TileBase
{
    public Sprite spriteA;
    public Sprite spriteB;

    public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
    {
        bool evenCell = Mathf.Abs(position.y + position.x) % 2 > 0;
        tileData.sprite = evenCell ? spriteA : spriteB;
    }
}
```
