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Godot Tilemap Agent Skill

> 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.

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemap

The instruction itself

11 sections, as written by the author

Godot TileMap (4.3+ 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 4.3+, 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

  • 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_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.

  • 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).

  • 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_enabled properties.

  • 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

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 layer

3. 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 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.

  • 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.

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How to use it

Copy the folder

Take gamedev-skills/godot-tilemap from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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