godot-tilemap

godot-tilemap is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 97 tokens per session (1,476 once invoked), scanned A, original, Apache-2.0.

A Godot 4.7 guide for building 2D levels from tiles, which are small repeated images arranged on a grid. It covers TileMapLayer and TileSet objects, tile collisions, navigation, terrain-based automatic tiling, and code that reads or changes tiles.

In plain words
What is it for?
Painting grid-based levels, configuring tile collisions and navigation, adding tile data, setting up automatic terrain tiling, changing tiles in code, and migrating older TileMap nodes.
Why use it?
It explains how to create reusable tile setups and keep each visual or gameplay layer organized in Godot 4.7.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot plugin — 15 skills shipped together , and of gamedev

Good fit Painting grid-based levels, configuring tile collisions and navigation, adding tile data, setting up automatic terrain tiling, changing tiles in code, and migrating older TileMap nodes.

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Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/godot-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 gamedev-skills/awesome-gamedev-agent-skills --skill godot-tilemap
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install godot, the plugin that ships this one along with the rest of its 15 skills.

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 godot-tilemap

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-tilemap/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-tilemap)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-tilemap"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-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.

agentmods 80×15 button for godot-tilemap

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-tilemap"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-tilemap.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 97 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,476 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. Third-party audits
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00097 $0.01476
Opus 5 $0.00048 $0.00738
Sonnet 5 $0.00019 $0.00295
Haiku 4.5 $0.00010 $0.00148

Measured 13d ago against content hash 2b29349a728e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

godot-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 13d 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/godot/godot-tilemap/SKILL.md · 131 lines

How it starts

The opening of the file, as written. The whole thing — 131 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

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])

Read the full file on GitHub · 131 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 13d ago First seen · 131 lines · 97 tokens per session scan A 2b29349a728e

Subscribe to this mod's changes

godot-tilemap is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 97 tokens to every session and 1,476 once invoked, about $0.0005 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 2026-08-30.