A shout out to Godot devs: the Tilemap is improved, but it still is a confusing maze. For example, just to draw tiles you have to ensure you have got both pen AND pointer in the upper left corner selected, otherwise it will simply do nothing. What about the need to explicitly add physics to tilemap? This setting (Physic layer) is so deeply hidden that you can't find it unless you watch this tutorial! Why disable the 'physics' property in the tiles properties, why not allow us to enable physics from the properties themselves, instead of staring at the disabled "physics" option and wondering where this is turned on?
For people lookign for the physics layer, you got select it in the inspector, create a new one if it does not exist, and then upon selecting a tile on the TileSet tab, you will get the options.
hi chris, in your view does Godot 4 make improvements to the tilemap features enough to warrant a change in workflow? I've got Tiled map editor and Pyxel Edit and using Godot 3.4.4. I'm about to embark on a writing an RPG and wondering which is the best approach. Is it even advisable to upgrade to Godot 4 as it's a fairly new release?
Hey there, great video. I wonder how we can do this nicely with the isometric tilemap too. Especially when it comes to handling the top/bottom/left/right collisions as you might not necessarily have a specific edge tilemap. Hmm...
hey this is awesome, but i'm struggling with something adjacent to what you show here... occlusion layers, do you know where to add that in the new TileMap ?
you have to add a physics layer first in the properties of the TileSet. Click on your Tilemap, then click on your Tile set, then under Physics Layer add element
you have to add a physics layer first in the properties of the TileSet. Click on your Tilemap, then click on your Tile set, then under Physics Layer add element
A shout out to Godot devs: the Tilemap is improved, but it still is a confusing maze. For example, just to draw tiles you have to ensure you have got both pen AND pointer in the upper left corner selected, otherwise it will simply do nothing. What about the need to explicitly add physics to tilemap? This setting (Physic layer) is so deeply hidden that you can't find it unless you watch this tutorial! Why disable the 'physics' property in the tiles properties, why not allow us to enable physics from the properties themselves, instead of staring at the disabled "physics" option and wondering where this is turned on?
For people lookign for the physics layer, you got select it in the inspector, create a new one if it does not exist, and then upon selecting a tile on the TileSet tab, you will get the options.
thanks, it's pretty hard to find. Despite all the improvements, they really screwed up with this setting.
I had a hard time understanding it but your comment cleared it up! Thanks!
What if I can't add a physics layer?
EDIT: Solved it. If this happens to you, you're editing an instance of the node, not the actual node itself.
this tutorial needs to expand more. There is definitely more to it, for example copying the collider shape between tiles, rotating and stuff
Can you actually copy the shape between tiles?? I'm struggling to figure that out.
Thanks for doing this. Tilemaps are pretty complex in Godot 4, would love more info especially about coding with them!
couldnt find the physics layer thank you a ton!
I hope that you can do an updated revision of your tutorials since its been a couple years! Thanks very much!
hi chris, in your view does Godot 4 make improvements to the tilemap features enough to warrant a change in workflow? I've got Tiled map editor and Pyxel Edit and using Godot 3.4.4. I'm about to embark on a writing an RPG and wondering which is the best approach. Is it even advisable to upgrade to Godot 4 as it's a fairly new release?
Hi Chris, I'm using Godot 4 alpha12 and I couldn't find the item "Physics Layers" in inspector of tilemaps. Any suggestion? Thanks.
select the tileset in the inspector, then add a physics layer.
I literally missed the dropdown for the tileset. Thanks for the help. I can't believe I missed that.
Chris its you again your videos and the help they provide!!! thank you for them
Thank you for this! Great video, nice and concise while also giving the key details needed to tackle it. Really useful :)
I was looking 30 minutes where this option to add collider is after watching this video I finally have working collision shape :D
for some reason this isn't working, the player still goes through objects even though i followed the tutorial exactly
did you find a solution :) ? im so annoyed rn
Hey there, great video. I wonder how we can do this nicely with the isometric tilemap too. Especially when it comes to handling the top/bottom/left/right collisions as you might not necessarily have a specific edge tilemap. Hmm...
Great lesson, and what if need I collide an enemy? This way is not working on enemy for me , could you show me how to?
Is it possible to apply a physics layer to multiple tiles at once? I've found small deviations from tile to tile cause the player to get hung up.
I dont have a 'physics' tab in the tileset
Thanks. This was driving me nuts.
How can I detect in the Code, which Tilemap Part I touched?
hey this is awesome, but i'm struggling with something adjacent to what you show here... occlusion layers, do you know where to add that in the new TileMap ?
Is there a way to just add a collision shape to the entire tile, without having to manually draw it?
Thanks for the explanation - great video.
Very good video, works perfectly, thanks.
somehow doesnt work for me, the player still appears above the tiles i made for collision
so glad im in godot now, features like this would never be on gamemaker
Thanks, all the info I needed were in that video !
Can you duplicate the shape? If you have for example 500+ blocks that have specific collision shape and you don't want to draw it manually 500 times?
Use a second layer with transparent tile and draw collision tiles is your best bet
What if I haven't got a Physics Layers under a TileMap and I cant do anything with it?
How can I manage the collisions with this hitbox?
thanks this actually worked
When drawing the physics collision box it seems utterly random when it actually saves it
You saved my day. Thanks!
Thank you so much, its exactly what i needed
i dont see physics layer
you have to add a physics layer first in the properties of the TileSet. Click on your Tilemap, then click on your Tile set, then under Physics Layer add element
Beautiful. Thank you so much.
did they remove the step attribute in Godot 4.x ?
Legend thank you!
you are the best thank so much, froma atgentina gracias papa
Why aren't you using Painting? You had three very similar tiles there.
Thanks! Super helpful!!!
Thanks a lot for the help
has anyone figured out how to toggle these new tile collision layers in godot 4 via gdscript?
Thank you so much!
Thanks!
Thanks 😩🙏
I LOVE YOU BRO
thank you
thankyou
No physics layer for me 👍
you have to add a physics layer first in the properties of the TileSet. Click on your Tilemap, then click on your Tile set, then under Physics Layer add element
estaba toda la tarde viendo como hacer esto porque no encontraba la funcion "physics layers" no saben lo tonto que me senti al minuto 0:37
For me there is no physics either. So very well modified.
Goodbye, Unity. Hello, Godot!
For a hobby dev like me, Unity doesn't make sense anymore, especially since Godot also supports C#.