Not quite understanding what you are asking about but let me just explain the "runtime side" of TileEd.
TileEd does nothing at runtime. It is used to place objects at edit time. Object you could have manually placed.
It uses the
plyIdent components to add a minimal level of identity to the objects placed in the scene. This is so it can build a cache faster when you edit the maps.
Of course you could use these at runtime if you want for whatever reason. Especially if you also load the map data at runtime. For example the map assets in
Assets\projectData\TileEd\Maps. The TileEd map and tile set assets where separated into a runtime DLL for this reason.
You will find the source for the TileEd runtime DLL in
\Assets\plyoung\TileEd\packages. Again, these are just asset/ data definitions. TileEd has no runtime API.
Here is what the components look like I mentioned above.
[SelectionBase, AddComponentMenu(""), HelpURL("https://plyoung.github.io/tile-ed.html")]
public class TileEdMap : MonoBehaviour
[HideInInspector] public string ident;
public class plyIdent : MonoBehaviour
[HideInInspector] public int i_ident;
[HideInInspector] public string s_ident;
protected void Reset()
this.hideFlags = HideFlags.HideInInspector;