Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-tilemap-mastery
TileMapLayer routing + trade-offs — not TileSet editor Steps 1–3 tutorials (see Official Docs).
set_cell() in huge loops without batching — Prefer terrain connect, patterns, or chunk batchers.source_id in set_cell — Wrong overload → crash or silent miss.local_to_map / map_to_local.set_cells_terrain_connect.get_cell_tile_data() every physics frame — Cache metadata (fast_metadata_cache.gd).| Goal | Prefer | Script | Trade-off |
|------|--------|--------|-----------|
| Organic ground / roads / rivers | Terrain autotile | terrain_autotile.gd / terrain_path_painter.gd | Setup cost in TileSet; fastest designer iteration |
| Prefab rooms / houses / stamps | TileMapPattern | tile_pattern_stamper.gd | Great for procgen pieces; less flexible per-cell |
| Sparse / precise edits | set_cell | — | Fine for few cells; bad for thousands/frame |
| Huge streaming worlds | Chunks | tilemap_chunking.gd / procedural_chunk_batcher.gd / tilemap_data_manager.gd | Indirection + load boundaries |
| Destructible dig/break | Custom data HP | destructible_tile_logic.gd | Must refresh nav/physics after edits |
| Gameplay queries (friction/hazard) | Custom data + cache | gameplay_data_query.gd / fast_metadata_cache.gd | Cache invalidation on set_cell |
| Nav after edits | Runtime nav fix | nav_mesh_teleport_fix.gd | Costly if every cell; batch rebuilds |
| One-way / physics layers | TileSet physics | physics_shape_interaction.gd | Align with CharacterBody masks |
| Iso / multi-floor sort | Y-sort layers | sorting_Z_layering.gd | Parent + all layers need y_sort |
| Legacy TileMap → layers | Migration | tilemap_layer_v43_upgrade.gd | One-time upgrade aid |
Editor atlas/physics paint setup: Official Documentation in Reference — Do NOT reload Steps 1–3 / flood_fill tutorials from this skill body.
| Task | MANDATORY script(s) |
|------|---------------------|
| Serialize / large world data | tilemap_data_manager.gd |
| Runtime terrain paths | terrain_path_painter.gd / terrain_autotile.gd |
| Destructible tiles | destructible_tile_logic.gd |
| Custom data gameplay reads | gameplay_data_query.gd (+ fast_metadata_cache.gd if hot) |
| Procedural bulk place | procedural_chunk_batcher.gd |
| Chunk stream in/out | tilemap_chunking.gd |
| Pattern stamp prefabs | tile_pattern_stamper.gd |
| Nav repair after edits | nav_mesh_teleport_fix.gd |
| One-way / physics layer ops | physics_shape_interaction.gd |
| Y-sort / Z layering | sorting_Z_layering.gd |
| 4.3+ multi-layer upgrade | tilemap_layer_v43_upgrade.gd |
y_sort_enabled on parent and each TileMapLayer; tune y_sort_origin on tall tiles — see sorting_Z_layering.gd.set_cell storms — tile_pattern_stamper.gd / procedural_chunk_batcher.gd.get_used_cells() source_id/atlas between layers; persist deltas via tilemap_data_manager.gd rather than full maps when possible.> LLM-ignorance rule: if a general agent would not know it before reading, it lives here or in scripts/ — never delete, only move.
| Topic | Reference |
|-------|-----------|
| TileSet editor steps | tileset-editor-setup.md |
| Runtime APIs + flood/terrain | runtime-tile-patterns.md |
| Iso / patterns / diff | expert-tilemap-architectures.md |
> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
set_cell / terrain painting, and when multiple layers beat a single legacy TileMap.y_sort_origin used at query time.set_cell loops.move_and_slide against tile colliders, one-way platforms, and floor/wall queries over TileMapLayer geometry.TILE_SHAPE_ISOMETRIC and multi-floor TileMapLayers.set_cell / custom-data queries dominate frame time.A set of resources to help me write all kinds of internal communications, using the formats that my company likes to use. Claude should use this skill whenever asked to write some sort of internal communications (status reports, leadership updates, 3P updates, company newsletters, FAQs, incident reports, project updates, etc.).
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Analyzes your recent Claude Code chat history to identify coding patterns, development gaps, and areas for improvement, curates relevant learning resources from HackerNews, and automatically sends a personalized growth report to your Slack DMs.
Complete App Store Optimization (ASO) toolkit for researching, optimizing, and tracking mobile app performance on Apple App Store and Google Play Store
NGS analysis toolkit. BAM to bigWig conversion, QC (correlation, PCA, fingerprints), heatmaps/profiles (TSS, peaks), for ChIP-seq, RNA-seq, ATAC-seq visualization.
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Transforms vague UI ideas into polished, Stitch-optimized prompts. Enhances specificity, adds UI/UX keywords, injects design system context, and structures output for better generation results.
Take thedivergentai/godot-tilemap-mastery from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.