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GridMap AutoTile Demo

Godot has Auto Tile in Tilemap 2D, this plugin will bring the same capabilities in GridMap!

Demo

Install

Download the library from release page and copy the contents into your Godot project:

  • bin/auto_tile.gdextension
  • the matching compiled library files from bin/auto_tile/

The .gdextension file uses relative paths, so keep the library folder next to it.

This extension is editor-only. If you export a runnable project, exclude bin/auto_tile.gdextension and bin/auto_tile/* in the export preset so Godot does not look for non-editor runtime libraries.

Example layout:

your_project/
  bin/
	auto_tile.gdextension
	auto_tile/
	  libauto_tile.linux.editor.x86_64.so
	  ...

Set Up Auto Tile

  1. Add a GridMap to your scene.
  2. Assign a MeshLibrary whose item names follow this format: <group>_<bitmask>[-v<number>][-w<number>].
  3. Select the GridMap in the editor.
  4. Click Enable Auto Tile in the autotile toolbar.
  5. Choose a bitmask mode: XZ_4 or XZ_8.
  6. Enable AutoTile Paint.
  7. Pick a group such as floor or wall, then paint.

Enable Auto Tile

The plugin stores the bitmask mode in metadata/auto_tile_bitmask_mode:

  • 0 = XZ_4
  • 1 = XZ_8

Auto Tile Metadata

Required Tiles

Minimum authored masks for XZ_4:

0, 1, 3, 5, 7, 15

Minimum authored masks for XZ_8:

0, 1, 5, 7, 17, 21, 23, 29, 31, 85, 87, 95, 119, 127, 255

These are the minimum canonical masks. Rotation covers the rest.

Example Assets

Example tiles are included in gltf/:

  • gltf/kenney_modular_dungeon_4bit.glb
  • gltf/kenney_modular_dungeon_8bit.glb
  • gltf/kaykit_dungeon_8bit.glb

Use them as examples for how to prepare tilesets for XZ_4 and XZ_8 workflows.

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AutoTile for GridMap

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