# SetTilesBlock

> Fills an area with array of Tile s.

## Definition

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

## SetTilesBlock(BoundsInt, TileBase\[])

Fills an area with array of [Tile](/engine/6000.7/script-reference/unityengine/tilemaps/tile.md)s.

```csharp
public void SetTilesBlock(BoundsInt position, TileBase[] tileArray)
```

### Parameters

**** (\[BoundsInt]\(/engine/6000.7/script-reference/unityengine/boundsint)): The area to fill.**** (\[TileBase\[]]\(/engine/6000.7/script-reference/unityengine/tilemaps/tilebase)): The array of [Tile](/engine/6000.7/script-reference/unityengine/tilemaps/tile.md)s to be placed.

### Remarks

This method is a faster way to set multiple tiles in an area than calling `SetTile` for each tile. The bounds size must match the array size. For example bounds of 1x2x3 needs an array length of 6.

Refer to Scriptable Tiles and Tilemap for more information.

### Examples

```csharp
 // Fill area on Tilemap with checkerboard pattern of tileA and tileB
using UnityEngine;
using UnityEngine.Tilemaps;

public class ExampleClass : MonoBehaviour
{
    public TileBase tileA;
    public TileBase tileB;
    public BoundsInt area;

    void Start()
    {
        TileBase[] tileArray = new TileBase[area.size.x * area.size.y * area.size.z];
        for (int index = 0; index < tileArray.Length; index++)
        {
            tileArray[index] = index % 2 == 0 ? tileA : tileB;
        }
        Tilemap tilemap = GetComponent<Tilemap>();
        tilemap.SetTilesBlock(area, tileArray);
    }
}
```

## SetTilesBlock(BoundsInt, TileArray)

Fills an area with an array of [Tile](/engine/6000.7/script-reference/unityengine/tilemaps/tile.md)s.

```csharp
public void SetTilesBlock(BoundsInt position, Tilemap.TileArray tileArray)
```

### Parameters

**** (\[BoundsInt]\(/engine/6000.7/script-reference/unityengine/boundsint)): The area to fill.**** (\[TileArray]\(/engine/6000.7/script-reference/unityengine/tilemaps/tilemap/tilearray)): The array of [Tile](/engine/6000.7/script-reference/unityengine/tilemaps/tile.md)s to place.

### Remarks

This method is a faster way to set multiple tiles in an area than calling `SetTile` for each tile. The bounds size must match the array size. For example bounds of 1x2x3 needs an array length of 6.

### Examples

```csharp
 // Fill area on Tilemap with checkerboard pattern of tileA and tileB
using UnityEngine;
using UnityEngine.Tilemaps;
using Unity.Collections;

public class ExampleClass_Native : MonoBehaviour
{
    public TileBase tileA;
    public TileBase tileB;
    public BoundsInt area;

    void Start()
    {
        Tilemap.TileArray tileArray = new Tilemap.TileArray(area.size.x * area.size.y * area.size.z, Allocator.Temp);
        for (int index = 0; index < tileArray.Length; index++)
        {
            tileArray[index] = index % 2 == 0 ? tileA : tileB;
        }
        Tilemap tilemap = GetComponent<Tilemap>();
        tilemap.SetTilesBlock(area, tileArray);
    }
}
```
