Godot has Auto Tile in Tilemap 2D, this plugin will bring the same capabilities in GridMap!
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
...
- Add a
GridMapto your scene. - Assign a
MeshLibrarywhose item names follow this format:<group>_<bitmask>[-v<number>][-w<number>]. - Select the
GridMapin the editor. - Click
Enable Auto Tilein the autotile toolbar. - Choose a bitmask mode:
XZ_4orXZ_8. - Enable
AutoTile Paint. - Pick a group such as
floororwall, then paint.
The plugin stores the bitmask mode in metadata/auto_tile_bitmask_mode:
0=XZ_41=XZ_8
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 tiles are included in gltf/:
gltf/kenney_modular_dungeon_4bit.glbgltf/kenney_modular_dungeon_8bit.glbgltf/kaykit_dungeon_8bit.glb
Use them as examples for how to prepare tilesets for XZ_4 and XZ_8 workflows.
- Kenney - Modular Dungeon Kit: https://www.kenney.nl/assets/modular-dungeon-kit
- KayKit - Dungeon Remastered: https://kaylousberg.itch.io/kaykit-dungeon-remastered


