Skip to content
Back to skills

Godot Tilemap

ASecurity

Build and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from code (set_cell, get_cell_tile_data, local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling, or migrating a deprecated TileMap node to TileMapLayer.

  • 1,221 stars
  • 0 votes
  • 0 copies
  • 4 views
  • Added September 29, 2026
ai-agentsgonode

Security analysis

A100/100

Pro scans all 2 files and shows the line behind each finding

Scanned September 29, 2026

npx -y skills add AbhishekBarali/awesome-gamedev-agent-skills --skill godot-tilemap --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Godot Tilemap?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Godot Tilemap
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/abhishekbarali-godot-tilemap/badge)](https://www.skillsdirectory.com/skills/abhishekbarali-godot-tilemap)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: godot-tilemap
description: >
  Build and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet:
  paint layers, set up collision/navigation/custom-data on tiles, autotile with
  terrain sets, and read/write cells from code (set_cell, get_cell_tile_data,
  local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling,
  or migrating a deprecated TileMap node to TileMapLayer.
---

# 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 `TileMap` node (single node, many layers) to multiple
  `TileMapLayer` nodes (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

1. **Add a `TileMapLayer` node** (one per visual/logical layer: background, walls,
   foreground). Each holds exactly one layer of tiles.
2. **Create or assign a `TileSet`** on the layer's `tile_set` property. Add an atlas
   source (a texture sliced into tiles) in the TileSet editor. Save the TileSet as an
   external `.tres` so multiple layers/levels reuse it.
3. **Add tile data in the TileSet editor:** physics layers (collision polygons),
   navigation layers, occlusion, and **custom data layers** (typed per-tile values like
   `damage` or `is_ladder`).
4. **Paint** in the TileMap bottom panel (Paint/Line/Rectangle/Bucket). For self-
   connecting tiles, define a **terrain set** and paint with Connect/Path mode.
5. **Enable per-layer collision/navigation** via the layer's `collision_enabled` /
   `navigation_enabled` properties.
6. **Read/write from code** with `local_to_map`, `set_cell`, `get_cell_source_id`, and
   `get_cell_tile_data(...).get_custom_data(...)`.

## Patterns

### 1. Convert mouse position to a cell and read its custom data

```gdscript
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

```gdscript
# 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 layer
```

### 3. Autotiling a region with a terrain set

```gdscript
# 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)

```gdscript
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 spawns
```

## Pitfalls

- **`TileMap` node is deprecated in 4.3.** Use `TileMapLayer` nodes (one layer per node);
  group them under a parent `Node2D`. Old `TileMap` calls that took a `layer` argument
  (`set_cell(layer, ...)`) do not apply to `TileMapLayer`.
- **`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 `int` returns `int`; 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_connect` produces 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`, call `update_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`), read `references/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.

Files in this skill

  • SKILL.md5.6 KB
  • references/tileset-and-terrains.md4 KB

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.