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
TileMapnode (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
- Add a
TileMapLayernode (one per visual/logical layer: background, walls,
foreground). Each holds exactly one layer of tiles.
- Create or assign a
TileSeton the layer'stile_setproperty. 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.
- 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).
- Paint in the TileMap bottom panel (Paint/Line/Rectangle/Bucket). For self-
connecting tiles, define a terrain set and paint with Connect/Path mode.
- Enable per-layer collision/navigation via the layer's
collision_enabled/
navigation_enabled properties.
- 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
extends TileMapLayer
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed:
# local_to_map expects local coords; convert from global first.
var cell := local_to_map(to_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
# 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
# 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)
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
TileMapnode is deprecated in 4.3. UseTileMapLayernodes (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_mapneeds local coordinates. Mouse/global positions must be converted
with to_local(...) first, or cells will be offset.
get_cell_tile_datareturnsnullfor empty cells or non-atlas sources — always
null-check before get_custom_data.
- Custom data is typed. A layer declared as
intreturnsint; 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_connectproduces 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.











