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(4.3 Request) Conversion option from Tilemap to TilemapLayer(s) #10340
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I'm curious why the TileMapLayer nodes are generated as a child of the TileMap node, and not as siblings instead (so you can remove the TileMap node easily afterwards). Also, we might want the TileMap node to be removed automatically after conversion as it's an undoable operation either way. |
TileMapLayers are already children of TileMap, this option makes them non-internal. Also the common workflow is to have a group node as parent of layers, so after converting it's better to change the TileMap type to Node2D. |
Shouldn't this issue be closed since the option already exists? |
Unfortunately, the built-in solution does not work with inherited scenes. If you have a TileSet in a parent scene and have drawn tiles from this TileSet in an inherited scene, the TileSetLayers in inherited scenes are empty after the conversion. |
Please open a new issue for this on the main Godot repository, as this sounds like a bug. |
Did we open a new issue on this already? I'm seeing the same issue. |
Describe the project you are working on
A 2D game with a lot of tilemaps.
Describe the problem or limitation you are having in your project
4.3 includes the new
TilemapLayer
node, which should replaceTilemap
nodes. However, there is no easy way to change myTilemap
nodes intoTilemapLayer
nodes.Describe the feature / enhancement and how it helps to overcome the problem or limitation
Give an option to change
Tilemap
nodes to a group ofTilemapLayer
nodes.Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Firstly, show that
Tilemaps
are depreciated in the scene view (with a warning symbol, for example), then on right click, give an option that reads something likeConvert to TilemapLayer
. Clicking this button will give a confirmation prompt warning the user of the potential risks with this conversion. Then, createTilemapLayer
nodes in aNode2D
container (or similar) with the new Layers containing the same information as the original tilemap. A bonus is keeping the tiles in the previous tilemap in the same locations, although this may be a lot harder.If this enhancement will not be used often, can it be worked around with a few lines of script?
Probably, with an editor plugin, it just feels better if developers migrating from 4.2.x are able to get around this newly-depreciated feature.
Is there a reason why this should be core and not an add-on in the asset library?
This helps developers ease into the new Tilemap system, instead of manually replacing the objects and replacing tiles.
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