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/godot-tilemap-mastery

@57c9225

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.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-tilemap-mastery

This session only. Nothing lands on disk.

SKILL.md

≈93 tokens always: the name and description. ≈2.8k when used: this file. ≈1.5k more on demand in 4 files.

NEVER Do in TileMaps

  • NEVER call set_cell() in huge loops without batching — Prefer terrain connect, patterns, or chunk batchers.
  • NEVER forget source_id in set_cell — Wrong overload → crash or silent miss.
  • NEVER mix world coords with tile coords — Always local_to_map / map_to_local.
  • NEVER hand-paint organic blobs when terrains exist — Use terrain sets + set_cells_terrain_connect.
  • NEVER put dynamic actors in the TileMap — Enemies/pickups are nodes; tiles are geometry / destructible cells.
  • NEVER spam get_cell_tile_data() every physics frame — Cache metadata (fast_metadata_cache.gd).

Decision Tree: How to Write Cells

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.

Available Scripts (single index + MANDATORY triggers)

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

Expert Trade-offs (routing only)

Deep recipes (on demand)

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

Reference

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.

Official Documentation

  • Using TileMaps — TileMapLayer workflow, layers, runtime set_cell / terrain painting, and when multiple layers beat a single legacy TileMap.
  • Using TileSets — atlas sources, terrains, physics/navigation/custom data layers painted in the TileSet editor.
  • TileMapLayer — cell APIs, terrain connect, patterns, coordinate conversion, and runtime tile-data updates.
  • TileSet — physics/terrain/custom-data layer definitions shared by every TileMapLayer that references the resource.
  • TileSetAtlasSource — atlas grid, alternatives, and per-tile TileData that drive collision and metadata.
  • TileData — custom data, physics polygons, navigation polygons, and y_sort_origin used at query time.
  • TileMapPattern — capture/stamp multi-tile prefabs without per-cell set_cell loops.
  • Collision shapes (2D) — shape choices and one-way collision patterns that TileSet physics layers expose to CharacterBody2D.
  • Navigation introduction (2D) — how tile navigation polygons feed NavigationRegion2D / NavigationAgent2D after edits.
  • Canvas layers — z-index / CanvasLayer separation for ground, decoration, and roof TileMapLayers.
  • Background loading — threaded ResourceLoader patterns for streaming chunk TileSets / tilemap scenes without hitch spikes.

Related Skills

Prerequisites
  • godot-project-foundations — scene tree, resources, and import layout before authoring TileSet atlases and multi-layer level scenes.
  • godot-gdscript-mastery — typed Vector2i APIs, caching patterns, and signal-up/call-down structure used in runtime tile managers.
  • godot-2d-physics — collision layers/masks and StaticBody2D-equivalent behavior that TileMapLayer physics layers participate in.
Complements
  • godot-version-migration — tilemap_layer_v43_upgrade and TileMap→TileMapLayer sit on the 4.x hop path; run engine upgrades via the migration hub before applying layer scripts.
  • godot-characterbody-2d — move_and_slide against tile colliders, one-way platforms, and floor/wall queries over TileMapLayer geometry.
  • godot-navigation-pathfinding — NavigationAgent2D / region updates when destructible or procedural tiles change walkable polygons.
  • godot-camera-systems — Camera2D limits and follow radii that drive chunk load/unload around the player.
  • godot-adapt-3d-to-2d — isometric / Y-sort depth tricks that pair with TILE_SHAPE_ISOMETRIC and multi-floor TileMapLayers.
  • godot-scene-management — packing and swapping chunk scenes so large tile worlds stream without orphaned layers.
  • godot-performance-optimization — batching, cache budgets, and profiler checks when set_cell / custom-data queries dominate frame time.
Downstream / consumers
  • godot-procedural-generation — noise/BSP/WFC generators that write cells via terrain connect, patterns, or chunk batchers.
  • godot-genre-platformer — precision platformer levels built from TileSet physics, one-ways, and hazard custom data.
  • godot-genre-metroidvania — interconnected room grids, ability gates, and map revelation layered on TileMapLayer chunks.
  • godot-genre-sandbox — diggable/buildable 2D worlds that treat TileMapLayer as the editable terrain backend.
  • godot-monte-carlo-balancer — simulate hazard density, destructible HP, and traversal cost encoded in tile custom data before shipping maps.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

Source: SKILL.md on GitHub

1 warning17d4 checks · Risk SAFE
  • Gen Agent Trust Hub17d

    This skill is safe for development and provides well-structured GDScript templates for Godot Engine TileMap systems. A minor security surface was identified regarding indirect prompt injection, as the skill provides scripts that read custom metadata from game assets (TileSets) which could potentially contain malicious instructions if the assets originate from an untrusted source.

  • Socket17d

    No alerts

  • Snyk17d

    Risk: LOW · No issues

  • Runlayer7mo

    4/4 files flagged

Signed by skilld at 57c9225. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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