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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.

referencesmigration-notes.md

≈726 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Migration notes: godot-tilemap-mastery

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

3.x → 4.0

Official: Upgrading from Godot 3 to Godot 4

  • TileMap map_to_world/world_to_map → map_to_local/local_to_map.
  • Converter keeps TileMap; TileMapLayer split is a 4.3 hop — do not expect it at 4.0.
  • GridMap map_to_world/world_to_map → local variants.
  • Re-save tilesets after convert; verify collision polygons.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • PathFollow2D.lookahead removed — update tile-adjacent path-follow samples (moving platforms on Path2D).

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • TileMap.cell_quadrant_size → rendering_quadrant_size — grep performance tuning sections for the old property name.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • TileMap layers → child TileMapLayer nodes — migrate scenes/scripts: one node per layer, per-layer z-order, collision, and navigation polygons.
  • Confirm rendering_quadrant_size lives on each TileMapLayer after migration.
  • TileData.get_navigation_polygon() / get_occluder() gain flip/transpose optionals — pass transform when sampling nav/occluder from flipped tiles.

4.3 → 4.4

Official: Upgrading to Godot 4.4

No skill-relevant breaking changes for this hop.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • TileMapLayer physics chunking changed — get_coords_for_body_rid() is less precise; set physics_quadrant_size = 1 when debugging which tile owns a collision RID.

4.5 → 4.6

Official: Upgrading to Godot 4.6

No skill-relevant breaking changes for this hop.

4.6 → 4.7

Official: Upgrading to Godot 4.7

No skill-relevant breaking changes for this hop.

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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