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godot-tilemap — Claude Code skill: what it does, how to install

Builds 2D levels in Godot 4.7 with TileMapLayer, sets up collision and terrain sets, and manipulates cells from GDScript. Helps migrate away from deprecated TileMap.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemap -a claude-code
Open on GitHub

What godot-tilemap does

This skill targets Godot 4.7, where the legacy TileMap node is replaced by individual TileMapLayer nodes grouped under a parent Node2D. It provides guidelines for setting up external .tres TileSet resources, configuring collision polygons, navigation, occlusion, and typed custom data layers like damage values or ladders.

The runtime reference covers placing tiles, clearing areas, and autotiling with set_cells_terrain_connect. Passing raw viewport mouse coordinates straight to local_to_map will fail once a Camera2D zooms or scrolls. You must convert the event through make_input_local(event) first. Empty cells return null. A null check is required before calling get_custom_data.

What it helps with

  • migrate from deprecated TileMap to multiple TileMapLayer nodes
  • configure physics collision polygons and navigation layers on a TileSet
  • autotile terrain regions using set_cells_terrain_connect
  • read tile coordinates and custom data properties on mouse clicks
  • place and erase cells dynamically in GDScript at runtime

Example prompts for the agent

  • Help me migrate my Godot 4.7 level from TileMap to TileMapLayer nodes
  • Write a TileMapLayer script that detects clicked tiles and reads their damage data
  • How do I fill a region with autotiled grass using set_cells_terrain_connect?

How to install godot-tilemap

1Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemap -a claude-code

2Manually: put the files in place

~/.claude/skills/godot-tilemap/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/godot-tilemap/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about godot-tilemap

How to install godot-tilemap in Claude Code?

Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemap -a claude-code in your terminal. The command registers the skill for your project.

What does godot-tilemap do?

It guides Godot 4.7 2D level building using TileMapLayer and TileSet. It provides patterns for collisions, terrains, and GDScript cell manipulation.

Why does local_to_map give the wrong cell on mouse click?

Input event positions are in viewport pixels and break as soon as a Camera2D scrolls or zooms. Pass the event through make_input_local(event) before calling local_to_map.

Source text

SKILL.md · Apache-2.0
---
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.

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

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