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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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemapInstalls from the source repository, including any supporting files.
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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.
TileSet (collision,
navigation, custom data, terrains), or reading/writing tiles from code.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.
TileMapLayer node (one per visual/logical layer: background, walls,
foreground). Each holds exactly one layer of tiles.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.damage or is_ladder).collision_enabled /
navigation_enabled properties.local_to_map, set_cell, get_cell_source_id, and
get_cell_tile_data(...).get_custom_data(...).extends TileMapLayer
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed:
# event.position is in viewport pixels and ignores Camera2D scroll/zoom.
# make_input_local() converts it into this layer's local space.
var local_event := make_input_local(event) as InputEventMouseButton
var cell := local_to_map(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])
# 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
# 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)
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
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 layer-local coordinates. A world position needs to_local(...)
first. A mouse event's position is in viewport pixels, not world space, so it is wrong as
soon as a Camera2D scrolls or zooms; convert it with make_input_local(event) (or
poll get_local_mouse_position()) instead.get_cell_tile_data returns null for empty cells or non-atlas sources — always
null-check before get_custom_data.int returns int; reading it as the
wrong type or referencing a non-existent layer name errors. Define the layer in the
TileSet first.set_cells_terrain_connect produces odd
results if the TileSet's terrain bitmask peering is incomplete.set_cell, call update_internals() (expensive — avoid in loops).collision_enabled, that the tile has a
physics layer with a polygon, and that the TileSet's physics layer mask matches your
bodies._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.---
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:
# event.position is in viewport pixels and ignores Camera2D scroll/zoom.
# make_input_local() converts it into this layer's local space.
var local_event := make_input_local(event) as InputEventMouseButton
var cell := local_to_map(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 layer-local coordinates.** A world position needs `to_local(...)`
first. A mouse event's `position` is in viewport pixels, not world space, so it is wrong as
soon as a `Camera2D` scrolls or zooms; convert it with `make_input_local(event)` (or
poll `get_local_mouse_position()`) instead.
- **`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.