godot4-isometric-tilemap

godot4-isometric-tilemap is a skill for Claude Code, Codex from 0xheycat/isometric-game-skills. It costs 54 tokens per session (697 once invoked), scanned A, original, MIT.

Instructions for building an isometric tile map in Godot 4 using its built-in tile-map and depth-ordering tools. Godot is a game engine, and a tile map arranges repeated images into a world.

In plain words
What is it for?
Setting up 2:1 diamond tiles, sorting characters correctly against terrain, converting between map and screen positions, and selecting cells with the mouse.
Why use it?
It prevents incorrect tile shapes, overlap order, and mouse selection caused by relying on default settings or hand-written offsets.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Setting up 2:1 diamond tiles, sorting characters correctly against terrain, converting between map and screen positions, and selecting cells with the mouse.

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Install with agentmods
npx agentmods add skills/0xheycat/isometric-game-skills/godot4-isometric-tilemap
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add 0xheycat/isometric-game-skills --skill godot4-isometric-tilemap
Clone the repo
git clone --depth 1 https://github.com/0xheycat/isometric-game-skills

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for godot4-isometric-tilemap

README.md
[![agentmods](https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/godot4-isometric-tilemap/github.svg)](https://agentmods.dev/skills/0xheycat/isometric-game-skills/godot4-isometric-tilemap)
Your own site
<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/godot4-isometric-tilemap"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/godot4-isometric-tilemap/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/godot4-isometric-tilemap"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/godot4-isometric-tilemap.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 697 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00054 $0.00697
Opus 5 $0.00027 $0.00349
Sonnet 5 $0.00011 $0.00139
Haiku 4.5 $0.00005 $0.00070

Measured 12d ago against content hash fa6deccffd7f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

godot4-isometric-tilemap scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/godot4-isometric-tilemap/SKILL.md · 55 lines

How it starts

The opening of the file, as written. The whole thing — 55 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot 4 Isometric TileMap

Overview

Godot 4 supports isometric natively, but the defaults fight you: wrong tile shape, broken draw order, and magic pixel offsets that look fine until something moves. This skill maps the repo's tested concepts (grid math, depth sorting) onto Godot's TileMapLayer + Y-sort so it is correct the first time.

When to Use

  • Starting an isometric scene in Godot 4 (4.3+, TileMapLayer).
  • Characters draw in front of / behind tiles they should not.
  • Tiles overlap, or mouse picking selects the wrong cell.

Process

  1. TileSet: set Tile Shape = Isometric, Tile Layout = Diamond Down, and Tile Size to your 2:1 footprint (e.g. 64x32).
  2. Put ground on a TileMapLayer. For anything that must sort against characters, enable Y Sort Enabled on the layer and its parent node.
  3. Set each movable sprite's y_sort_origin to the tile's feet/anchor (not its top). This is Godot's version of the depth = col + row rule (see depth-sorting-occlusion).
  4. Convert coordinates with the built-ins local_to_map() / map_to_local() instead of hand-rolled offsets (mirrors isometric-grid-math).
  5. Mouse picking: local_to_map(get_local_mouse_position()) to get the cell, then map_to_local() to snap a highlight (see tile-picking-interaction).
  6. Keep ONE tile size and anchor convention across every layer and scene.
# grid <-> world: let Godot do the iso math
var cell: Vector2i = ground.local_to_map(ground.get_local_mouse_position())
var world: Vector2 = ground.map_to_local(cell)  # center of that tile

Rationalizations (Stop Lying to Yourself)

Excuse Reality
"I'll nudge sprite offsets until it lines up" Manual offsets break under Y-sort and zoom. Set y_sort_origin to the anchor.
"I'll write the iso math myself" local_to_map / map_to_local are exact and tested. Use them.

Red Flags - STOP if you catch yourself:

  • Y Sort disabled, or y_sort_origin left at the default (0,0).
  • Hand-written screen<->grid math instead of the TileMapLayer API.
  • Mixed tile sizes or anchors across layers.

Read the full file on GitHub · 55 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 12d ago First seen · 55 lines · 54 tokens per session scan A fa6deccffd7f

Subscribe to this mod's changes

godot4-isometric-tilemap is a skill published in the GitHub repository 0xheycat/isometric-game-skills (15 stars, last pushed 1mo ago), licensed MIT. It adds 54 tokens to every session and 697 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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