I am very new to C# sharp and this question may not be very well formulated, but here it goes.

I am currently generating a level consisting of more game objects. The map is generated by parsing a text file, this being my dictionary. Currently the code I have works perfectly if the index of the object does not go over 9, because of the char declaration.

I would like to know an approach on how to change this into an int maybe or into a string format (A-Z).
I attached a photo of my current "Map Generator", and highlighted the 10, which is currently read as 1 and 0.[![enter image description here](https://i.stack.imgur.com/LQ9XJ.jpg)](https://i.stack.imgur.com/LQ9XJ.jpg)

```
private void CreateLevel() {

    Tiles = new Dictionary<Point, TileScript>();

    string[] mapData = ReadLevelText();

    int mapX = mapData[0].ToCharArray().Length;
    int mapY = mapData.Length;

    Vector3 maxTile = Vector3.zero;

    // Calculates the world start point, this is the top left corner of the screen, rememeber to use on the sprite the top left pivot point
    Vector3 worldStart = Camera.main.ScreenToWorldPoint(new Vector3(0, Screen.height));

    for (int y = 0; y < mapY; y++) // the Y position
    {

        char[] newTiles = mapData[y].ToCharArray();

        for (int x = 0; x < mapX; x++) // the X position
        {
            // Places the tile into the level
            PlaceTile(newTiles[x].ToString(), x, y, worldStart);
        }
    }

    maxTile = Tiles[new Point(mapX-1, mapY-1)].transform.position;

    cameraMovement.SetLimit(new Vector3(maxTile.x + TileSize, maxTile.y - TileSize));
}

private void PlaceTile(string tileType, int x, int y, Vector3 worldStart) {

    int tileIndex = int.Parse(tileType);

    // Creates a new tile and makes a reference to that tile in the newTile variable
    TileScript newTile = Instantiate(tilePrefabs[tileIndex]).GetComponent<TileScript>();

    // Uses the new tile variable to change the position of the tile

    newTile.Setup(new Point(x, y), new Vector3(worldStart.x + (TileSize * x), worldStart.y - (TileSize * y), 0));

    Tiles.Add(new Point(x,y), newTile);

}

```