Specification
- Skill ID
- gamedev-skills/awesome-gamedev-agent-skills/godot-tilemap
- Publisher
- gamedev-skills
- Repository
- awesome-gamedev-agent-skills
- Installs
- 0
- Files
- 2
- Synced
- Sep 23, 2026
How to use it
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
gamedev-skills/awesome-gamedev-agent-skills/godot-tilemapInstalls these files- SKILL.md
- references/tileset-and-terrains.md
What this skill tells the agent
Godot TileMap (4.7 TileMapLayer)
Author tile-based levels with TileMapLayer + TileSet, add per-tile collision and custom data, autotile with terrains, and manipulate cells at runtime. Targets Godot 4.7, where TileMapLayer replaces the now-deprecated TileMap node.
When to use
- Use when designing 2D levels from a tile grid, configuring a
TileSet(collision, navigation, custom data, terrains), or reading/writing tiles from code. - Use when migrating a
TileMapnode (single node, many layers) to multipleTileMapLayernodes (one layer each).
*When not to use: moving the player across the tiles → `godot-2d-movement`; general physics bodies/raycasts → `godot-physics`; procedural map generation algorithms → `procedural-gen`; level design* practice → level-design.
Core workflow
- Add a `TileMapLayer` node (one per visual/logical layer: background, walls, foreground). Each holds exactly one layer of tiles.
- Create or assign a `TileSet` on the layer's
tile_setproperty. Add an atlas source (a texture sliced into tiles) in the TileSet editor. Save the TileSet as an external.tresso multiple layers/levels reuse it. - Add tile data in the TileSet editor: physics layers (collision polygons), navigation layers, occlusion, and custom data layers (typed per-tile values like
damageoris_ladder). - Paint in the TileMap bottom panel (Paint/Line/Rectangle/Bucket). For self- connecting tiles, define a terrain set and paint with Connect/Path mode.
- Enable per-layer collision/navigation via the layer's
collision_enabled/navigation_enabledproperties. - Read/write from code with
local_to_map,set_cell,get_cell_source_id, andget_cell_tile_data(...).get_custom_data(...).
Patterns
1. Convert mouse position to a cell and read its custom data
extends TileMapLayer
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed:
# local_to_map expects local coords; convert from global first.
var cell := local_to_map(to_local(event.position))
var data := get_cell_tile_data(cell) # TileData or null
if data:
var dmg: int = data.get_custom_data("damage") # custom data layer
print("Cell %s deals %d damage" % [cell, dmg])2. Place and erase tiles at runtime
# set_cell(coords, source_id, atlas_coords, alternative_tile = 0)
func place_wall(cell: Vector2i) -> void:
set_cell(cell, 0, Vector2i(2, 1)) # source 0, atlas tile at column 2, row 1
func dig(cell: Vector2i) -> void:
erase_cell(cell) # same as set_cell(cell, -1)
func clear_level() -> void:
clear() # remove every tile on this layer3. Autotiling a region with a terrain set
# Paint a filled area with terrain `terrain` of terrain set `terrain_set`;
# Godot picks the correct edge/corner tiles to connect them.
func fill_with_grass(cells: Array[Vector2i]) -> void:
var terrain_set := 0
var grass_terrain := 0
set_cells_terrain_connect(cells, terrain_set, grass_terrain, true)4. Iterate placed tiles (e.g. find all spawn tiles)
func find_spawns() -> Array[Vector2i]:
var spawns: Array[Vector2i] = []
for cell in get_used_cells():
var data := get_cell_tile_data(cell)
if data and data.get_custom_data("is_spawn"):
spawns.append(cell)
return spawnsPitfalls
- `TileMap` node is deprecated in 4.3. Use
TileMapLayernodes (one layer per node); group them under a parentNode2D. OldTileMapcalls that took alayerargument (set_cell(layer, ...)) do not apply toTileMapLayer. - `local_to_map` needs local coordinates. Mouse/global positions must be converted with
to_local(...)first, or cells will be offset. - `get_cell_tile_data` returns `null` for empty cells or non-atlas sources — always null-check before
get_custom_data. - Custom data is typed. A layer declared as
intreturnsint; reading it as the wrong type or referencing a non-existent layer name errors. Define the layer in the TileSet first. - Terrains need every combination defined.
set_cells_terrain_connectproduces odd results if the TileSet's terrain bitmask peering is incomplete. - Runtime edits are batched to end-of-frame. If you must read updated internals immediately after
set_cell, callupdate_internals()(expensive — avoid in loops). - Collision not working? Check the layer's
collision_enabled, that the tile has a physics layer with a polygon, and that the TileSet's physics layer mask matches your bodies.
References
- For TileSet setup (atlas sources, physics/navigation/custom-data layers, terrain bitmasks), scene tiles, Y-sorting, and runtime tile-data overrides (
_use_tile_data_runtime_update), readreferences/tileset-and-terrains.md.
Related skills
godot-2d-movement— characters that walk on these tiles.godot-physics— collision layers/masks the tile collisions participate in.procedural-gen— generating tilemaps from noise/RNG.level-design/roguelike— design practice and grid-based genres.
More from gamedev-skills
Use this skill in a project
Open any RiverX project, search the Skills panel for gamedev-skills/awesome-gamedev-agent-skills/godot-tilemap, and install it in one click.
