reckfellENGINE

TileMap

Entity for 2D tile-based maps.

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class TileMapReckfellSharpInherits Entity2D

Entity for 2D tile-based maps.

Entity for 2D tile-based maps. Tilemaps use a TileSet which contain a list of tiles which are used to create grid-based maps. A TileMap may have several layers, layouting tiles on top of each other. For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from a TileSetScenesCollectionSource may be initialized after their parent. This is only queued when inside the scene tree. To force an update earlier on, call TileMap.UpdateInternals. Note: For performance and compatibility reasons, the coordinates serialized by TileMap are limited to 16-bit signed integers, i.e. the range for X and Y coordinates is from -32768 to 32767. When saving tile data, tiles outside this range are wrapped.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

TileMapConstructor
# TileMap
C#
public TileMap();

Properties6

CellQuadrantSizeProperty
# CellQuadrantSize
C#
public int CellQuadrantSize { get; set; }

The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.

CollisionAnimatableProperty
# CollisionAnimatable
C#
public bool CollisionAnimatable { get; set; }

If enabled, the TileMap will see its collisions synced to the physics tick and change its collision type from static to kinematic. This is required to create TileMap-based moving platform. Note: Enabling TileMap.CollisionAnimatable may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.

CollisionVisibilityModeProperty
# CollisionVisibilityMode
C#
public TileMap.VisibilityMode CollisionVisibilityMode { get; set; }

Show or hide the TileMap's collision shapes. If set to TileMap.VisibilityMode.Default, this depends on the show collision debug settings.

NavigationVisibilityModeProperty
# NavigationVisibilityMode
C#
public TileMap.VisibilityMode NavigationVisibilityMode { get; set; }

Show or hide the TileMap's navigation meshes. If set to TileMap.VisibilityMode.Default, this depends on the show navigation debug settings.

RenderingQuadrantSizeProperty
# RenderingQuadrantSize
C#
public int RenderingQuadrantSize { get; set; }

The TileMap's quadrant size. A quadrant is a group of tiles to be drawn together on a single canvas item, for optimization purposes. TileMap.RenderingQuadrantSize defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quadrant size groups together 16 * 16 = 256 tiles. The quadrant size does not apply on Y-sorted layers, as tiles are grouped by Y position instead in that case. Note: As quadrants are created according to the map's coordinate system, the quadrant's "square shape" might not look like square in the TileMap's local coordinate system.

TileSetProperty
# TileSet
C#
public TileSet TileSet { get; set; }

The TileSet used by this TileMap. The textures, collisions, and additional behavior of all available tiles are stored here.

Methods65

AddLayervoid
# AddLayer
C#
public void AddLayer(int toPosition);

Adds a layer at the given position to_position in the array. If to_position is negative, the position is counted from the end, with -1 adding the layer at the end of the array.

Parameters
NameTypeDefault
toPositionint—
Clearvoid
# Clear
C#
public void Clear();

Clears all cells.

ClearLayervoid
# ClearLayer
C#
public void ClearLayer(int layer);

Clears all cells on the given layer. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
EraseCellvoid
# EraseCell
C#
public void EraseCell(int layer, Vector2I coords);

Erases the cell on layer layer at coordinates coords. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
coordsVector2I—
FixInvalidTilesvoid
# FixInvalidTiles
C#
public void FixInvalidTiles();

Clears cells that do not exist in the tileset.

ForceUpdatevoid · Deprecated
# ForceUpdate
C#
public void ForceUpdate(int layer = -1);

Forces the TileMap and the layer layer to update.

Parameters
NameTypeDefault
layerint-1
GetCellAlternativeTileint
# GetCellAlternativeTile
C#
public int GetCellAlternativeTile(int layer, Vector2I coords, bool useProxies = false);

Returns the tile alternative ID of the cell on layer layer at coords. If use_proxies is false, ignores the TileSet's tile proxies, returning the raw alternative identifier. See TileSet.MapTileProxy. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
coordsVector2I—
useProxiesboolfalse
Returns int
GetCellAtlasCoordsVector2I
# GetCellAtlasCoords
C#
public Vector2I GetCellAtlasCoords(int layer, Vector2I coords, bool useProxies = false);

Returns the tile atlas coordinates ID of the cell on layer layer at coordinates coords. Returns Vector2i(-1, -1) if the cell does not exist. If use_proxies is false, ignores the TileSet's tile proxies, returning the raw atlas coordinate identifier. See TileSet.MapTileProxy. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
coordsVector2I—
useProxiesboolfalse
Returns Vector2I
GetCellSourceIdint
# GetCellSourceId
C#
public int GetCellSourceId(int layer, Vector2I coords, bool useProxies = false);

Returns the tile source ID of the cell on layer layer at coordinates coords. Returns -1 if the cell does not exist. If use_proxies is false, ignores the TileSet's tile proxies, returning the raw source identifier. See TileSet.MapTileProxy. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
coordsVector2I—
useProxiesboolfalse
Returns int
GetCellTileDataTileData
# GetCellTileData
C#
public TileData GetCellTileData(int layer, Vector2I coords, bool useProxies = false);

Returns the TileData object associated with the given cell, or null if the cell does not exist or is not a TileSetAtlasSource. If layer is negative, the layers are accessed from the last one.

If use_proxies is false, ignores the TileSet's tile proxies. See TileSet.MapTileProxy.

Parameters
NameTypeDefault
layerint—
coordsVector2I—
useProxiesboolfalse
Returns TileData
GetCollisionVisibilityModeTileMap.VisibilityMode
# GetCollisionVisibilityMode
C#
public TileMap.VisibilityMode GetCollisionVisibilityMode();
Returns TileMap.VisibilityMode
GetCoordsForBodyRidVector2I
# GetCoordsForBodyRid
C#
public Vector2I GetCoordsForBodyRid(Rid body);

Returns the coordinates of the tile for given physics body RID. Such RID can be retrieved from KinematicCollision2D.GetColliderRid, when colliding with a tile.

Parameters
NameTypeDefault
bodyRid—
Returns Vector2I
GetLayerForBodyRidint
# GetLayerForBodyRid
C#
public int GetLayerForBodyRid(Rid body);

Returns the tilemap layer of the tile for given physics body RID. Such RID can be retrieved from KinematicCollision2D.GetColliderRid, when colliding with a tile.

Parameters
NameTypeDefault
bodyRid—
Returns int
GetLayerModulateColor
# GetLayerModulate
C#
public Color GetLayerModulate(int layer);

Returns a TileMap layer's modulate. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
Returns Color
GetLayerNamestring
# GetLayerName
C#
public string GetLayerName(int layer);

Returns a TileMap layer's name. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
Returns string
GetLayerNavigationMapRid
# GetLayerNavigationMap
C#
public Rid GetLayerNavigationMap(int layer);

Returns the Rid of the NavigationServer2D navigation map assigned to the specified TileMap layer layer. By default the TileMap uses the default World2D navigation map for the first TileMap layer. For each additional TileMap layer a new navigation map is created for the additional layer. In order to make NavigationAgent2D switch between TileMap layer navigation maps use NavigationAgent2D.SetNavigationMap with the navigation map received from TileMap.GetLayerNavigationMap. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
Returns Rid
GetLayerYSortOriginint
# GetLayerYSortOrigin
C#
public int GetLayerYSortOrigin(int layer);

Returns a TileMap layer's Y sort origin. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
Returns int
GetLayerZIndexint
# GetLayerZIndex
C#
public int GetLayerZIndex(int layer);

Returns a TileMap layer's Z-index value. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
Returns int
GetLayersCountint
# GetLayersCount
C#
public int GetLayersCount();

Returns the number of layers in the TileMap.

Returns int
GetNavigationMapRid · Deprecated
# GetNavigationMap
C#
public Rid GetNavigationMap(int layer);

Returns the Rid of the NavigationServer2D navigation map assigned to the specified TileMap layer layer.

Parameters
NameTypeDefault
layerint—
Returns Rid
GetNavigationVisibilityModeTileMap.VisibilityMode
# GetNavigationVisibilityMode
C#
public TileMap.VisibilityMode GetNavigationVisibilityMode();
Returns TileMap.VisibilityMode
GetNeighborCellVector2I
# GetNeighborCell
C#
public Vector2I GetNeighborCell(Vector2I coords, TileSet.CellNeighbor neighbor);

Returns the neighboring cell to the one at coordinates coords, identified by the neighbor direction. This method takes into account the different layouts a TileMap can take.

Parameters
NameTypeDefault
coordsVector2I—
neighborTileSet.CellNeighbor—
Returns Vector2I
GetPatternTileMapPattern
# GetPattern
C#
public TileMapPattern GetPattern(int layer, Reckfell.Collections.Array<Vector2I> coordsArray);

Creates a new TileMapPattern from the given layer and set of cells. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
coordsArrayReckfell.Collections.Array<Vector2I>—
Returns TileMapPattern
GetQuadrantSizeint
# GetQuadrantSize
C#
public int GetQuadrantSize();
Returns int
GetRenderingQuadrantSizeint
# GetRenderingQuadrantSize
C#
public int GetRenderingQuadrantSize();
Returns int
GetSurroundingCellsReckfell.Collections.Array<Vector2I>
# GetSurroundingCells
C#
public Reckfell.Collections.Array<Vector2I> GetSurroundingCells(Vector2I coords);

Returns the list of all neighbourings cells to the one at coords.

Parameters
NameTypeDefault
coordsVector2I—
Returns Reckfell.Collections.Array<Vector2I>
GetTilesetTileSet
# GetTileset
C#
public TileSet GetTileset();
Returns TileSet
GetUsedCellsReckfell.Collections.Array<Vector2I>
# GetUsedCells
C#
public Reckfell.Collections.Array<Vector2I> GetUsedCells(int layer);

Returns a Vector2I array with the positions of all cells containing a tile in the given layer. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is Vector2(-1, -1) and its alternative identifier is -1. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
Returns Reckfell.Collections.Array<Vector2I>
GetUsedCellsByIdReckfell.Collections.Array<Vector2I>
# GetUsedCellsById
C#
public Reckfell.Collections.Array<Vector2I> GetUsedCellsById(int layer, int sourceId = -1, Vector2I? atlasCoords = default, int alternativeTile = -1);

Returns a Vector2I array with the positions of all cells containing a tile in the given layer. Tiles may be filtered according to their source (source_id), their atlas coordinates (atlas_coords) or alternative id (alternative_tile). If a parameter has its value set to the default one, this parameter is not used to filter a cell. Thus, if all parameters have their respective default value, this method returns the same result as TileMap.GetUsedCells. A cell is considered empty if its source identifier equals -1, its atlas coordinates identifiers is Vector2(-1, -1) and its alternative identifier is -1. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
sourceIdint-1
atlasCoordsVector2I?default
alternativeTileint-1
atlasCoords

If the parameter is null, then the default value is new Vector2I(-1, -1).

Returns Reckfell.Collections.Array<Vector2I>
GetUsedRectRect2I
# GetUsedRect
C#
public Rect2I GetUsedRect();

Returns a rectangle enclosing the used (non-empty) tiles of the map, including all layers.

Returns Rect2I
IsCellFlippedHbool
# IsCellFlippedH
C#
public bool IsCellFlippedH(int layer, Vector2I coords, bool useProxies = false);

Returns true if the cell on layer layer at coordinates coords is flipped horizontally. The result is valid only for atlas sources.

Parameters
NameTypeDefault
layerint—
coordsVector2I—
useProxiesboolfalse
Returns bool
IsCellFlippedVbool
# IsCellFlippedV
C#
public bool IsCellFlippedV(int layer, Vector2I coords, bool useProxies = false);

Returns true if the cell on layer layer at coordinates coords is flipped vertically. The result is valid only for atlas sources.

Parameters
NameTypeDefault
layerint—
coordsVector2I—
useProxiesboolfalse
Returns bool
IsCellTransposedbool
# IsCellTransposed
C#
public bool IsCellTransposed(int layer, Vector2I coords, bool useProxies = false);

Returns true if the cell on layer layer at coordinates coords is transposed. The result is valid only for atlas sources.

Parameters
NameTypeDefault
layerint—
coordsVector2I—
useProxiesboolfalse
Returns bool
IsCollisionAnimatablebool
# IsCollisionAnimatable
C#
public bool IsCollisionAnimatable();
Returns bool
IsLayerEnabledbool
# IsLayerEnabled
C#
public bool IsLayerEnabled(int layer);

Returns if a layer is enabled. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
Returns bool
IsLayerNavigationEnabledbool
# IsLayerNavigationEnabled
C#
public bool IsLayerNavigationEnabled(int layer);

Returns if a layer's built-in navigation regions generation is enabled.

Parameters
NameTypeDefault
layerint—
Returns bool
IsLayerYSortEnabledbool
# IsLayerYSortEnabled
C#
public bool IsLayerYSortEnabled(int layer);

Returns if a layer Y-sorts its tiles. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
Returns bool
LocalToMapVector2I
# LocalToMap
C#
public Vector2I LocalToMap(Vector2 localPosition);

Returns the map coordinates of the cell containing the given local_position. If local_position is in global coordinates, consider using Entity2D.ToLocal before passing it to this method. See also TileMap.MapToLocal.

Parameters
NameTypeDefault
localPositionVector2—
Returns Vector2I
MapPatternVector2I
# MapPattern
C#
public Vector2I MapPattern(Vector2I positionInTilemap, Vector2I coordsInPattern, TileMapPattern pattern);

Returns for the given coordinate coords_in_pattern in a TileMapPattern the corresponding cell coordinates if the pattern was pasted at the position_in_tilemap coordinates (see TileMap.SetPattern). This mapping is required as in half-offset tile shapes, the mapping might not work by calculating position_in_tile_map + coords_in_pattern.

Parameters
NameTypeDefault
positionInTilemapVector2I—
coordsInPatternVector2I—
patternTileMapPattern—
Returns Vector2I
MapToLocalVector2
# MapToLocal
C#
public Vector2 MapToLocal(Vector2I mapPosition);

Returns the centered position of a cell in the TileMap's local coordinate space. To convert the returned value into global coordinates, use Entity2D.ToGlobal. See also TileMap.LocalToMap. Note: This may not correspond to the visual position of the tile, i.e. it ignores the TileData.TextureOrigin property of individual tiles.

Parameters
NameTypeDefault
mapPositionVector2I—
Returns Vector2
MoveLayervoid
# MoveLayer
C#
public void MoveLayer(int layer, int toPosition);

Moves the layer at index layer to the given position to_position in the array.

Parameters
NameTypeDefault
layerint—
toPositionint—
NotifyRuntimeTileDataUpdatevoid
# NotifyRuntimeTileDataUpdate
C#
public void NotifyRuntimeTileDataUpdate(int layer = -1);

Notifies the TileMap node that calls to TileMap._UseTileDataRuntimeUpdate or TileMap._TileDataRuntimeUpdate will lead to different results. This will thus trigger a TileMap update. If layer is provided, only notifies changes for the given layer. Providing the layer argument (when applicable) is usually preferred for performance reasons. Warning: Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of calls to this function to avoid unnecessary update. Note: This does not trigger a direct update of the TileMap, the update will be done at the end of the frame as usual (unless you call TileMap.UpdateInternals).

Parameters
NameTypeDefault
layerint-1
RemoveLayervoid
# RemoveLayer
C#
public void RemoveLayer(int layer);

Removes the layer at index layer.

Parameters
NameTypeDefault
layerint—
SetCellvoid
# SetCell
C#
public void SetCell(int layer, Vector2I coords, int sourceId = -1, Vector2I? atlasCoords = default, int alternativeTile = 0);

Sets the tile identifiers for the cell on layer layer at coordinates coords. Each tile of the TileSet is identified using three parts:

  • The source identifier source_id identifies a TileSetSource identifier. See TileSet.SetSourceId,
  • The atlas coordinates identifier atlas_coords identifies a tile coordinates in the atlas (if the source is a TileSetAtlasSource). For TileSetScenesCollectionSource it should always be Vector2i(0, 0)),
  • The alternative tile identifier alternative_tile identifies a tile alternative in the atlas (if the source is a TileSetAtlasSource), and the scene for a TileSetScenesCollectionSource. If source_id is set to -1, atlas_coords to Vector2i(-1, -1) or alternative_tile to -1, the cell will be erased. An erased cell gets all its identifiers automatically set to their respective invalid values, namely -1, Vector2i(-1, -1) and -1. If layer is negative, the layers are accessed from the last one.
Parameters
NameTypeDefault
layerint—
coordsVector2I—
sourceIdint-1
atlasCoordsVector2I?default
alternativeTileint0
atlasCoords

If the parameter is null, then the default value is new Vector2I(-1, -1).

SetCellsTerrainConnectvoid
# SetCellsTerrainConnect
C#
public void SetCellsTerrainConnect(int layer, Reckfell.Collections.Array<Vector2I> cells, int terrainSet, int terrain, bool ignoreEmptyTerrains = true);

Update all the cells in the cells coordinates array so that they use the given terrain for the given terrain_set. If an updated cell has the same terrain as one of its neighboring cells, this function tries to join the two. This function might update neighboring tiles if needed to create correct terrain transitions. If ignore_empty_terrains is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints. If layer is negative, the layers are accessed from the last one. Note: To work correctly, this method requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.

Parameters
NameTypeDefault
layerint—
cellsReckfell.Collections.Array<Vector2I>—
terrainSetint—
terrainint—
ignoreEmptyTerrainsbooltrue
SetCellsTerrainPathvoid
# SetCellsTerrainPath
C#
public void SetCellsTerrainPath(int layer, Reckfell.Collections.Array<Vector2I> path, int terrainSet, int terrain, bool ignoreEmptyTerrains = true);

Update all the cells in the path coordinates array so that they use the given terrain for the given terrain_set. The function will also connect two successive cell in the path with the same terrain. This function might update neighboring tiles if needed to create correct terrain transitions. If ignore_empty_terrains is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints. If layer is negative, the layers are accessed from the last one. Note: To work correctly, this method requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.

Parameters
NameTypeDefault
layerint—
pathReckfell.Collections.Array<Vector2I>—
terrainSetint—
terrainint—
ignoreEmptyTerrainsbooltrue
SetCollisionAnimatablevoid
# SetCollisionAnimatable
C#
public void SetCollisionAnimatable(bool enabled);
Parameters
NameTypeDefault
enabledbool—
SetCollisionVisibilityModevoid
# SetCollisionVisibilityMode
C#
public void SetCollisionVisibilityMode(TileMap.VisibilityMode collisionVisibilityMode);
Parameters
NameTypeDefault
collisionVisibilityModeTileMap.VisibilityMode—
SetLayerEnabledvoid
# SetLayerEnabled
C#
public void SetLayerEnabled(int layer, bool enabled);

Enables or disables the layer layer. A disabled layer is not processed at all (no rendering, no physics, etc.). If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
enabledbool—
SetLayerModulatevoid
# SetLayerModulate
C#
public void SetLayerModulate(int layer, Color modulate);

Sets a layer's color. It will be multiplied by tile's color and TileMap's modulate. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
modulateColor—
SetLayerNamevoid
# SetLayerName
C#
public void SetLayerName(int layer, string name);

Sets a layer's name. This is mostly useful in the editor. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
namestring—
SetLayerNavigationEnabledvoid
# SetLayerNavigationEnabled
C#
public void SetLayerNavigationEnabled(int layer, bool enabled);

Enables or disables a layer's built-in navigation regions generation. Disable this if you need to bake navigation regions from a TileMap using a NavigationRegion2D node.

Parameters
NameTypeDefault
layerint—
enabledbool—
SetLayerNavigationMapvoid
# SetLayerNavigationMap
C#
public void SetLayerNavigationMap(int layer, Rid map);

Assigns map as a NavigationServer2D navigation map for the specified TileMap layer layer. By default the TileMap uses the default World2D navigation map for the first TileMap layer. For each additional TileMap layer a new navigation map is created for the additional layer. In order to make NavigationAgent2D switch between TileMap layer navigation maps use NavigationAgent2D.SetNavigationMap with the navigation map received from TileMap.GetLayerNavigationMap. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
mapRid—
SetLayerYSortEnabledvoid
# SetLayerYSortEnabled
C#
public void SetLayerYSortEnabled(int layer, bool ySortEnabled);

Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer will behave as a CanvasItem node where each of its tile gets Y-sorted. Y-sorted layers should usually be on different Z-index values than not Y-sorted layers, otherwise, each of those layer will be Y-sorted as whole with the Y-sorted one. This is usually an undesired behavior. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
ySortEnabledbool—
SetLayerYSortOriginvoid
# SetLayerYSortOrigin
C#
public void SetLayerYSortOrigin(int layer, int ySortOrigin);

Sets a layer's Y-sort origin value. This Y-sort origin value is added to each tile's Y-sort origin value. This allows, for example, to fake a different height level on each layer. This can be useful for top-down view games. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
ySortOriginint—
SetLayerZIndexvoid
# SetLayerZIndex
C#
public void SetLayerZIndex(int layer, int zIndex);

Sets a layers Z-index value. This Z-index is added to each tile's Z-index value. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
zIndexint—
SetNavigationMapvoid · Deprecated
# SetNavigationMap
C#
public void SetNavigationMap(int layer, Rid map);

Assigns map as a NavigationServer2D navigation map for the specified TileMap layer layer.

Parameters
NameTypeDefault
layerint—
mapRid—
SetNavigationVisibilityModevoid
# SetNavigationVisibilityMode
C#
public void SetNavigationVisibilityMode(TileMap.VisibilityMode navigationVisibilityMode);
Parameters
NameTypeDefault
navigationVisibilityModeTileMap.VisibilityMode—
SetPatternvoid
# SetPattern
C#
public void SetPattern(int layer, Vector2I position, TileMapPattern pattern);

Paste the given TileMapPattern at the given position and layer in the tile map. If layer is negative, the layers are accessed from the last one.

Parameters
NameTypeDefault
layerint—
positionVector2I—
patternTileMapPattern—
SetQuadrantSizevoid
# SetQuadrantSize
C#
public void SetQuadrantSize(int quadrantSize);
Parameters
NameTypeDefault
quadrantSizeint—
SetRenderingQuadrantSizevoid
# SetRenderingQuadrantSize
C#
public void SetRenderingQuadrantSize(int size);
Parameters
NameTypeDefault
sizeint—
SetTilesetvoid
# SetTileset
C#
public void SetTileset(TileSet tileset);
Parameters
NameTypeDefault
tilesetTileSet—
UpdateInternalsvoid
# UpdateInternals
C#
public void UpdateInternals();

Triggers a direct update of the TileMap. Usually, calling this function is not needed, as TileMap node updates automatically when one of its properties or cells is modified. However, for performance reasons, those updates are batched and delayed to the end of the frame. Calling this function will force the TileMap to update right away instead. Warning: Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of updates and how many tiles they impact.

_TileDataRuntimeUpdatevoid
# _TileDataRuntimeUpdate
C#
public virtual void _TileDataRuntimeUpdate(int layer, Vector2I coords, TileData tileData);

Called with a TileData object about to be used internally by the TileMap, allowing its modification at runtime. This method is only called if TileMap._UseTileDataRuntimeUpdate is implemented and returns true for the given tile coords and layer. Warning: The tile_data object's sub-resources are the same as the one in the TileSet. Modifying them might impact the whole TileSet. Instead, make sure to duplicate those resources. Note: If the properties of tile_data object should change over time, use TileMap.NotifyRuntimeTileDataUpdate to notify the TileMap it needs an update.

Parameters
NameTypeDefault
layerint—
coordsVector2I—
tileDataTileData—
_UseTileDataRuntimeUpdatebool
# _UseTileDataRuntimeUpdate
C#
public virtual bool _UseTileDataRuntimeUpdate(int layer, Vector2I coords);

Should return true if the tile at coordinates coords on layer layer requires a runtime update. Warning: Make sure this function only return true when needed. Any tile processed at runtime without a need for it will imply a significant performance penalty. Note: If the result of this function should changed, use TileMap.NotifyRuntimeTileDataUpdate to notify the TileMap it needs an update.

Parameters
NameTypeDefault
layerint—
coordsVector2I—
Returns bool

Signals and events1

ChangedEvent
# Changed
C#
public event Action Changed;

Emitted when the TileSet of this TileMap changes.

TileMap.VisibilityMode

ValueDescription
Default = 0

Use the debug settings to determine visibility.

ForceHide = 2

Always hide.

ForceShow = 1

Always show.

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