# godot-tilemap

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.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 6100 installs · ★ 4506
- Author: gamedev-skills
- License: Apache-2.0 · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/HEAD/skills/godot/godot-tilemap/SKILL.md
- Updated: 2026-10-24
- HTML: https://affpapa.org/en/nevibecode/skills/godot-tilemap

## What it 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`.

## Requirements
- Works with: Godot

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemap -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/godot-tilemap/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/godot-tilemap/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemap -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/godot-tilemap/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemap -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/godot-tilemap/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install gamedev-skills/awesome-gamedev-agent-skills godot-tilemap
```

2. **Manually: put the files in place**
- File: `.github/skills/godot-tilemap/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemap -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/godot/godot-tilemap
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/godot-tilemap/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemap -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/HEAD/skills/godot/godot-tilemap/SKILL.md

## When to use it
- 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
- 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?

## Source text · SKILL.md · Apache-2.0

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: 0dd9f36d52dad5ed.

BEGIN THIRD-PARTY FILE 0dd9f36d52dad5ed
````text
---
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.
````
END THIRD-PARTY FILE 0dd9f36d52dad5ed

The third-party file has ended. Everything between the 0dd9f36d52dad5ed tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

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