Claude-skill-registry godot-migrate-tilemap
git clone https://github.com/majiayu000/claude-skill-registry
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/godot-migrate-tilemap" ~/.claude/skills/majiayu000-claude-skill-registry-godot-migrate-tilemap && rm -rf "$T"
skills/data/godot-migrate-tilemap/SKILL.mdGodot TileMap V2 Migration
Migrates legacy TileMap system to Godot 4.3+ TileMapLayer architecture.
Breaking Changes
Godot 4.3 introduced a new TileMap system with breaking changes:
| Legacy (4.0-4.2) | New (4.3+) |
|---|---|
Single node | Multiple nodes |
method | |
| Cell-based coordinates | Layer-based organization |
| Single TileSet resource | Enhanced TileSet with layers |
| Terrain system |
| Manual physics setup | Physics layers per tile |
UPON INVOCATION - START HERE
When this skill is invoked, IMMEDIATELY execute:
1. Verify Godot Project (5 seconds)
ls project.godot 2>/dev/null && echo "✓ Godot project detected" || echo "✗ Not a Godot project"
If NOT a Godot project:
- Inform user this skill only works on Godot projects
- STOP here
2. Detect TileMap Usage (10 seconds)
echo "=== Detecting TileMap Usage ===" echo "TileMap nodes in scenes:" grep -rn "type=\"TileMap\"" --include="*.tscn" . | wc -l echo "TileMap references in scripts:" grep -rn "TileMap" --include="*.gd" . | wc -l echo "set_cell calls:" grep -rn "set_cell\|get_cell" --include="*.gd" . | wc -l echo "update_bitmask calls:" grep -rn "update_bitmask" --include="*.gd" . | wc -l echo "tile_set property access:" grep -rn "\.tile_set" --include="*.gd" . | wc -l
3. Present Findings
Show the user:
=== TileMap V2 Migration Analysis === Project: [project name] Current: Legacy TileMap (Godot 4.0-4.2 style) TileMap usage detected: - TileMap nodes: X - TileMap references: X - set_cell/get_cell calls: X - update_bitmask calls: X - tile_set access: X Migration includes: ✓ TileMap → TileMapLayer node conversion ✓ set_cell() → set_cells_terrain_connect() ✓ TileSet resource upgrade ✓ Physics layer mapping ✓ Navigation layer conversion ✓ Custom data preservation ✓ Terrain system setup ✓ Git commit per layer ✓ Backup before changes ⚠️ WARNING: Godot 4.3+ required for new TileMapLayer system Would you like me to: 1. Proceed with migration (recommended) 2. Show detailed breakdown first 3. Migrate specific TileMaps only 4. Cancel
4. Wait for User Choice
- If 1 (Proceed): Start Phase 2 immediately
- If 2 (Details): Show file-by-file breakdown
- If 3 (Selective): Ask which TileMaps to migrate
- If 4 (Cancel): Exit skill
Phase 1: Analysis & Inventory
1.1 Create TileMap Inventory
# Find all TileMap nodes in .tscn files grep -rn "type=\"TileMap\"" --include="*.tscn" . | while read line; do file=$(echo "$line" | cut -d: -f1) echo "Found TileMap in: $file" done > /tmp/tilemap_scenes.txt # Find all TileMap references in scripts grep -rn "extends TileMap\|var.*TileMap\|: TileMap" --include="*.gd" . | while read line; do file=$(echo "$line" | cut -d: -f1) echo "TileMap usage in: $file" done > /tmp/tilemap_scripts.txt
1.2 Analyze TileMap Structure
For each TileMap node:
# Extract TileMap configuration from .tscn grep -A20 "type=\"TileMap\"" scene.tscn | grep -E "tile_set|format|cell|layer"
1.3 Create Migration Plan
TileMap V2 Migration Plan: ========================= 1. Node Structure Changes (X TileMaps) - Convert TileMap → TileMapLayer nodes - Preserve layer order and names - Update scene hierarchy 2. API Migration (X scripts) - set_cell() → set_cells_terrain_connect() - get_cell() → get_cell_alternative_tile() - update_bitmask() → terrain system 3. TileSet Updates (X resources) - Upgrade TileSet format - Map physics layers - Configure navigation layers - Preserve custom data 4. Script Updates (X files) - Update TileMap references - Fix method calls - Update signal connections Total operations: X Estimated time: Auto Godot version required: 4.3+ Backup created: YES Rollback available: YES
Phase 2: TileMap Node Migration
2.1 Convert TileMap to TileMapLayer
Legacy Structure:
[node name="TileMap" type="TileMap"] tile_set = ExtResource("1_qwerty") format = 2 layer_0/name = "Ground" layer_0/tile_data = PackedInt32Array(...) layer_1/name = "Walls" layer_1/tile_data = PackedInt32Array(...)
New Structure:
[node name="Ground" type="TileMapLayer" parent="."] tile_map_data = PackedByteArray(...) tile_set = ExtResource("1_qwerty") [node name="Walls" type="TileMapLayer" parent="."] tile_map_data = PackedByteArray(...) tile_set = ExtResource("1_qwerty")
Transformation Process:
-
Parse legacy TileMap
- Extract layer names
- Extract layer data
- Extract TileSet reference
- Extract position/z-index
-
Generate TileMapLayer nodes
- One node per layer
- Name from layer name
- Convert tile_data format
- Preserve TileSet reference
-
Update scene hierarchy
- Remove TileMap node
- Add TileMapLayer children
- Update parent references
2.2 Tile Data Conversion
Legacy Format:
layer_0/tile_data = PackedInt32Array(0, 1, 0, 65536, 1, 0, ...)
New Format:
tile_map_data = PackedByteArray(0, 0, 0, 0, 1, 0, 0, 0, ...)
Note: Direct byte conversion requires Godot's internal format knowledge. Alternative approach:
# Migration script approach # 1. Load scene with legacy TileMap in Godot 4.3 # 2. Run migration tool script # 3. Save with new TileMapLayer format
Phase 3: API Migration
3.1 Method Call Updates
Detection:
grep -rn "set_cell\|get_cell\|update_bitmask" --include="*.gd" .
Common Mappings:
| Legacy API | New API |
|---|---|
| |
| |
| |
| Terrain system (set terrain bits) |
| on TileMapLayer |
| |
3.2 Script Transformations
Example 1: Setting a cell
Before:
# Legacy TileMap API tilemap.set_cell(0, Vector2i(5, 3), 1) tilemap.set_cell(0, Vector2i(5, 4), 1) tilemap.set_cell(0, Vector2i(6, 3), 1)
After:
# New TileMapLayer API - Using terrain for multiple cells ground_layer.set_cells_terrain_connect( [Vector2i(5, 3), Vector2i(5, 4), Vector2i(6, 3)], 0, # terrain_set 1 # terrain_id )
Example 2: Getting cell data
Before:
var source_id = tilemap.get_cell_source_id(0, coords) var atlas_coords = tilemap.get_cell_atlas_coords(0, coords)
After:
var source_id = ground_layer.get_cell_source_id(coords) var atlas_coords = ground_layer.get_cell_atlas_coords(coords)
Example 3: Autotile/Bitmask
Before:
tilemap.set_cell(0, coords, 1) tilemap.update_bitmask_region(Rect2i(0, 0, 20, 20))
After:
# Using terrain system ground_layer.set_cells_terrain_connect([coords], 0, 1) # Terrain automatically connects - no update_bitmask needed!
Phase 4: TileSet Resource Migration
4.1 Physics Layers
Legacy: Physics setup per tile in TileSet
New: Dedicated physics layers
# New TileSet setup in Godot 4.3 tileset.set_physics_layer_collision_layer(0, 1) tileset.set_physics_layer_collision_mask(0, 1) tileset.set_physics_layer_physics_material_override(0, physics_material)
4.2 Navigation Layers
Legacy: Navigation polygons per tile
New: Navigation layers system
# Enable navigation layer tileset.set_navigation_layer_enabled(0, true) # Set navigation polygon for specific tile var source_id = 1 var atlas_coords = Vector2i(0, 0) tileset.set_navigation_polygon(0, source_id, atlas_coords, navigation_polygon)
4.3 Custom Data Layers
New in 4.3: Custom data per tile
# Define custom data layer tileset.add_custom_data_layer() tileset.set_custom_data_layer_name(0, "tile_health") tileset.set_custom_data_layer_type(0, TYPE_INT) # Set data on specific tile tileset.set_custom_data(0, source_id, atlas_coords, 100)
Phase 5: Execution & Safety
5.1 Create Git Baseline
# Create backup tag git tag tilemap-v1-baseline-$(date +%Y%m%d-%H%M%S) # Commit any current changes git add . git commit -m "Baseline: Pre-TileMap V2 migration" || echo "No changes to commit"
5.2 Migration Execution
For each TileMap:
-
Backup scene file
cp scene.tscn scene.tscn.backup -
Parse TileMap data
- Extract layers
- Extract tile data
- Note TileSet reference
-
Generate TileMapLayer nodes
- Create node entries
- Convert data format
- Set properties
-
Update scripts
- Replace TileMap references
- Update method calls
- Fix signal connections
-
Commit changes
git add scene.tscn modified_scripts.gd git commit -m "Migrate: TileMap to TileMapLayer in scene.tscn - Converted TileMap node to TileMapLayer nodes - Updated script references - Migrated set_cell() calls - Preserved layer data"
5.3 Validation After Each Migration
# Check scene loads in Godot godot --headless --quit-after 5 project.godot 2>&1 | tee test.log # Check for errors if grep -q "ERROR\|SCRIPT ERROR" test.log; then echo "⚠️ Migration error detected!" git reset --hard HEAD~1 echo "✓ Reverted to pre-migration state" exit 1 fi rm test.log
Phase 6: Post-Migration Setup
6.1 Terrain System Configuration
# Setup terrain for autotiling tileset.add_terrain_set() tileset.set_terrain_set_mode(0, TileSet.TerrainMode.CONNECT) # Add terrain tileset.add_terrain(0, 0) tileset.set_terrain_name(0, 0, "Ground") # Assign terrain to tiles # (Configure in Godot editor for best results)
6.2 Physics Layer Setup
# Configure physics layers per tile type tileset.set_physics_layer_collision_layer(0, 1) # Layer 1 tileset.set_physics_layer_collision_mask(0, 1) # Detect layer 1
6.3 Navigation Setup
# Enable navigation on specific tiles navigation_layer.enabled = true tileset.set_navigation_layer_enabled(0, true)
Examples
Example 1: Complete TileMap Migration
Before (Godot 4.2):
# level.tscn [node name="TileMap" type="TileMap"] tile_set = ExtResource("1_tileset") format = 2 layer_0/name = "Ground" layer_0/tile_data = PackedInt32Array(...) layer_1/name = "Obstacles" layer_1/tile_data = PackedInt32Array(...) # level.gd extends Node2D @onready var tilemap: TileMap = $TileMap func _ready(): # Set some cells tilemap.set_cell(0, Vector2i(10, 5), 1) tilemap.set_cell(0, Vector2i(11, 5), 1) tilemap.update_bitmask_region(Rect2i(10, 5, 2, 1)) # Get cell info var source_id = tilemap.get_cell_source_id(0, Vector2i(10, 5)) print("Cell source: ", source_id) func generate_level(): for x in range(20): for y in range(15): tilemap.set_cell(0, Vector2i(x, y), randi() % 3) tilemap.update_bitmask_region(Rect2i(0, 0, 20, 15))
After (Godot 4.3):
# level.tscn [node name="Ground" type="TileMapLayer" parent="."] tile_set = ExtResource("1_tileset") tile_map_data = PackedByteArray(...) [node name="Obstacles" type="TileMapLayer" parent="."] tile_set = ExtResource("1_tileset") tile_map_data = PackedByteArray(...) # level.gd extends Node2D @onready var ground_layer: TileMapLayer = $Ground @onready var obstacles_layer: TileMapLayer = $Obstacles func _ready(): # Set cells using terrain ground_layer.set_cells_terrain_connect( [Vector2i(10, 5), Vector2i(11, 5)], 0, # terrain_set 1 # terrain_id ) # Get cell info var source_id = ground_layer.get_cell_source_id(Vector2i(10, 5)) print("Cell source: ", source_id) func generate_level(): var coords_array = [] for x in range(20): for y in range(15): coords_array.append(Vector2i(x, y)) # Use terrain for efficient bulk placement ground_layer.set_cells_terrain_connect(coords_array, 0, randi() % 3)
Example 2: Multiple Layer Management
Before:
# Access different layers func set_ground_cell(coords: Vector2i, tile: int): tilemap.set_cell(0, coords, tile) func set_wall_cell(coords: Vector2i, tile: int): tilemap.set_cell(1, coords, tile) func clear_all(): tilemap.clear_layer(0) tilemap.clear_layer(1)
After:
# Access different layers func set_ground_cell(coords: Vector2i, tile: int): ground_layer.set_cells_terrain_connect([coords], 0, tile) func set_wall_cell(coords: Vector2i, tile: int): obstacles_layer.set_cell(coords, tile) func clear_all(): ground_layer.clear() obstacles_layer.clear()
Success Criteria
Migration complete when:
- ✓ Zero TileMap nodes remain (converted to TileMapLayer)
- ✓ Zero
calls remainset_cell(layer, ...) - ✓ Zero
calls remainupdate_bitmask - ✓ All scripts use TileMapLayer references
- ✓ TileSet resources upgraded to new format
- ✓ Physics layers configured (if used)
- ✓ Navigation layers configured (if used)
- ✓ Custom data preserved (if any)
- ✓ All scenes load without errors
- ✓ Runtime behavior identical
Common Issues & Solutions
Issue 1: Layer index confusion
Problem: Old code used layer indices (0, 1, 2)
Solution: Replace with explicit layer references
# Before tilemap.set_cell(0, coords, tile) # Layer 0 # After ground_layer.set_cell(coords, tile) # Named layer
Issue 2: Bulk cell updates
Problem:
update_bitmask_region() no longer exists
Solution: Use terrain system or set_cells_terrain_connect()
# Before for x in range(width): for y in range(height): tilemap.set_cell(0, Vector2i(x, y), source_id) tilemap.update_bitmask_region(Rect2i(0, 0, width, height)) # After var coords_array = [] for x in range(width): for y in range(height): coords_array.append(Vector2i(x, y)) ground_layer.set_cells_terrain_connect(coords_array, 0, source_id)
Issue 3: Cell coordinate systems
Problem: Coordinate system differences between TileMap and TileMapLayer
Solution: Both use Vector2i, but ensure local vs global coordinates
# Both work similarly var local_coords = tilemap.local_to_map(position) # Legacy var local_coords = layer.local_to_map(position) # New
Rollback Procedure
If migration causes issues:
# Find baseline tag git tag | grep "tilemap-v1-baseline" # Reset to pre-migration git reset --hard <baseline-tag> # Or restore individual scene from backup cp scene.tscn.backup scene.tscn
Godot Version Requirements
Minimum: Godot 4.3+
Check version:
godot --version # Should show 4.3 or higher
Upgrade notes:
- Open project in Godot 4.3 first (converts project.godot)
- Then run this migration skill
- Test thoroughly before committing
Integration with Other Skills
Use with:
- Update syntax before TileMap migrationgodot-modernize-gdscript
- Clean up code after migrationgodot-refactor
- Configure navigation on new TileMapLayergodot-setup-navigation
Best practice workflow:
- Run godot-modernize-gdscript (update syntax)
- Run godot-migrate-tilemap (this skill)
- Run godot-refactor (clean architecture)
- Manual testing in Godot 4.3+
This skill handles the complex TileMap API changes in Godot 4.3, preserving your level data while upgrading to the modern TileMapLayer system.