The Godot Q&A is currently undergoing maintenance!

Your ability to ask and answer questions is temporarily disabled. You can browse existing threads in read-only mode.

We are working on bringing this community platform back to its full functionality, stay tuned for updates.

godotengine.org | Twitter

+3 votes

I am creating a tileset for a 2D platformer in Godot v3.1, however, I seem to have run into something I'm not sure how to fix. I followed this github post on creating one and I managed to copy the bitmask exactly for my platformer tileset.

The issue: SLOPES!

Auto-tile working properly:
Without Stairs
Auto-tile not reacting to a different tile:
With Stairs


How would I get the auto-tile to react with other tiles (i.e. connect to the slope in this scenario)? Or at least control how the auto-tile works in specific scenarios. I assume adding it to the bitmask somehow would probably not work as then I couldn't control when a slope would appear or a one-high wall. Any ideas or workarounds?


Note:
The platform is an auto-tile and the slope is part of an atlas.

in Engine by (15 points)

1 Answer

0 votes

There's no inspector option to make autotiles consider other tilesets, but there is a callback function for it. Read the "Autotile binding" secion of this Godot doc, and see what it says about "_is_tile_bound(drawn_id, neighbor_id)":

https://docs.godotengine.org/en/3.5/tutorials/2d/using_tilemaps.html

by (14 points)
Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.