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This page assumes you have created or downloaded a TileSet already. If not, please read Using TileSets first as you will need a TileSet to create a TileMap.
A tilemap is a grid of tiles used to create a game's layout. There are several benefits to using TileMap nodes to design your levels. First, they make it possible to draw the layout by "painting" the tiles onto a grid, which is much faster than placing individual Sprite2D nodes one by one. Second, they allow for much larger levels because they are optimized for drawing large numbers of tiles. Finally, you can add collision, occlusion, and navigation shapes to tiles, adding greater functionality to the TileMap.
Godot 4.0 has moved several per-tile properties, such as tile rotation, from TileMap to TileSet. Individual tiles can no longer be rotated while in the TileMap editor. Instead, the TileSet editor must be used to create alternative rotated tiles.
This change allows for greater design consistency, as not every tile needs to be rotated or flipped within a TileSet.
Specifying the TileSet in the TileMap¶
If you've followed the previous page on Using TileSets, you should have a TileSet resource that is built-in to the TileMap node. This is good for prototyping, but in a real world project, you will generally have multiple levels reusing the same tileset.
The recommended way to reuse the same TileSet in several TileMap nodes is to save the TileSet to an external resource. To do so, click the dropdown next to the TileSet resource and choose Save:
Creating TileMap layers¶
As of Godot 4.0, you can place several layers in a single TileMap node. For example, this allows you to distinguish foreground tiles from background tiles for better organization. You can place one tile per layer at a given location, which allows you to overlap several tiles together if you have more than one layer.
By default, a TileMap node automatically has one premade layer. You do not have to create additional layers if you only need a single layer, but if you wish to do so now, select the TileMap node and unfold the Layers section in the inspector:
Each layer has several properties you can adjust:
Name: A human-readable name to display in the TileMap editor. This can be something like "background", "buildings", "vegetation", etc.
true, the layer is visible in the editor and when running the project.
Modulate: The color to use as a multiplier for all tiles on the layer. This is also multiplied with the per-tile Modulate property and the TileMap node's Modulate property. For example, you can use this to darken background tiles to make foreground tiles stand out more.
Y Sort Enabled: If
true, sorts tiles based on their Y position on the TileMap. This can be used to prevent sorting issues with certain tile setups, especially with isometric tiles.
Y Sort Origin: The vertical offset to use for Y-sorting on each tile (in pixels). Only effective if Y Sort Enabled is
Z Index: Controls whether this layer is drawn in front of or behind other TileMap layers. This value can be positive or negative; the layer with the highest Z Index is drawn on top of other layers. If several layers have an equal Z Index property, the layer that is last in the list of layers (the one which appears at the bottom in the list) is drawn on top.
You can reorder layers by drag-and-dropping the "three horizontal bars" icon on the left of the entries in the Layers section.
You can create, rename or reorder layers in the future without affecting existing tiles. Be careful though, as removing a layer will also remove all tiles that were placed on the layer.
Opening the TileMap editor¶
Select the TileMap node, then open the TileMap panel at the bottom of the editor:
Selecting tiles to use for painting¶
First, if you've created additional layers above, make sure you've selected the layer you wish to paint on:
In the 2D editor, the layers you aren't currently editing from the same TileMap node will appear grayed out while in the TileMap editor. You can disable this behavior by clicking the icon next to the layer selection menu (Highlight Selected TileMap Layer tooltip).
You can skip the above step if you haven't created additional layers, as the first layer is automatically selected when entering the TileMap editor.
Before you can place tiles in the 2D editor, you must select one or more tiles in the TileMap panel located at the bottom of the editor. To do so, click a tile in the TileMap panel, or hold down the mouse button to select multiple tiles:
Like in the 2D and TileSet editors, you can pan across the TileMap panel using the middle or right mouse buttons, and zoom using the mouse wheel or buttons in the top-left corner.
You can also hold down Shift to append to the current selection. When selecting more than one tile, multiple tiles will be placed every time you perform a painting operation. This can be used to paint structures composed of multiple tiles in a single click (such as large platforms or trees).
The final selection does not have to be contiguous: if there is empty space between selected tiles, it will be left empty in the pattern that will be painted in the 2D editor.
If you've created alternative tiles in your TileSet, you can select them for painting on the right of the base tiles:
Lastly, if you've created a scenes collection in the TileSet, you can place scene tiles in the TileMap:
Painting modes and tools¶
Using the toolbar at the top of the TileMap editor, you can choose between several painting modes and tools. These modes affect operation when clicking in the 2D editor, not the TileMap panel itself.
From left to right, the painting modes and tools yo