Tile Copy User Guide
Please consider using the latest version first. The author would also love to receive more feedback from users. Contact: [email protected]
Tile Copy copies TileData properties between Atlas tiles and replaces Terrain IDs in batches.
TileData defines tile behavior, including collision, navigation, terrain, occlusion, rendering properties, and custom data.
Supported version: Godot 4.4 or later.
Controls
Select an Atlas Source and one or more tiles in the TileSet editor. The following controls appear in the Inspector:
| Control | Function |
|---|---|
| Copy | Records the source tiles and their relative coordinates. |
| Paste | Pastes properties into the target tiles. |
| Setting | Configures the position mask and property filter. |
| Change Terrain | Replaces a Terrain ID. |
Property Paste
- Select the source tiles and click Copy.
- Select the target tiles and click Paste.
A single tile uses relative coordinate (0, 0). For multiple tiles, the source and target coordinates are normalized separately and matched by their coordinate intersection. Tiles without a corresponding position are ignored, and gaps in the selection are neither collapsed nor filled.
Without a Setting configuration, all available TileData properties at matching coordinates are pasted. Target tile textures remain unchanged.
Selective Paste
Click Setting to configure two levels of filtering:
- Position on the left is the position mask. Click a tile preview to toggle it; gray tiles are excluded from paste.
- Property on the right is the property filter. It controls which property paths are pasted at each coordinate.
The two sides keep independent state and are combined after clicking OK. The position mask has priority: a coordinate disabled on the left produces no paste operation; an enabled coordinate then uses the property filter on the right.
Parent checkboxes control their descendants, and partially selected branches show an indeterminate state. Click OK to apply changes. Running Copy again clears the current filter configuration.
Terrain ID Replacement
This operation applies directly to the current selection and does not require Copy.
- Enter the source Terrain ID in From.
- Enter the target Terrain ID in To.
- Click Change Terrain.
The operation replaces:
- the main
terrainproperty when it equals the source ID; - valid Terrain Peering Bits when they equal the source ID.
Empty Peering Bits and other Terrain IDs remain unchanged. The operation is unavailable when the source and target IDs are equal.
The entered Terrain IDs must belong to the Terrain Set used by the selected tiles.
Notes
- Paste and Setting become available after Copy.
- Before pasting multiple tiles, confirm that the source and target selection shapes and gaps correspond.
- When pasting across TileSets, both sides should use the same physics, navigation, occlusion, terrain, and custom-data layer configuration.
License
MIT License.
Changelog for version v1.0.2
No changelog provided for this version.