You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardexpand all lines: README.md
+17-8
Original file line number
Diff line number
Diff line change
@@ -5,7 +5,7 @@ Tiled plugins for exporting Tilemaps and Tilesets in Godot 3.2 format
5
5
- export_to_godot_tilemap.js
6
6
- export_to_godot_tileset.js
7
7
- utils.js
8
-
8
+
9
9
The plugin requires Tiled version 1.3.4 or newer.
10
10
11
11
More information about the Tilemap structure of Godot can be found here:
@@ -35,14 +35,14 @@ When you want to add these plugins to your Tiled installation:
35
35
subdirectory.
36
36
37
37
(Alternatively, clone this git repository into the extensions directory)
38
-
38
+
39
39
Tiled extension directory is:
40
-
40
+
41
41
-**Windows**
42
42
`C:/Users/<USER>/AppData/Local/Tiled/extensions/`
43
43
-**macOS**
44
44
`~/Library/Preferences/Tiled/extensions/`
45
-
-**Linux**
45
+
-**Linux**
46
46
`~/.config/tiled/extensions/`
47
47
48
48
* If using a version older than Tiled 1.3.3, restart Tiled, but better update your Tiled installation
@@ -66,8 +66,8 @@ Either way the value of projectRoot is transformed to a resource path which Godo
66
66
**_!!! Pay attention to the "/" instead of standard windows "\\".
67
67
Single Backslash "\\" is used for escaping special symbols._**
68
68
69
-
This is needed so when you export to a subfolder in your Godot project all the relative
70
-
paths for the resources `(res://)` are set correctly and relative to the custom property
69
+
This is needed so when you export to a subfolder in your Godot project all the relative
70
+
paths for the resources `(res://)` are set correctly and relative to the custom property
71
71
you've added `"projectRoot"`;
72
72
73
73
If everything is fine when you go to _File -> Export As_, a new option should exist:
@@ -105,6 +105,15 @@ if Input.is_action_just_pressed("reload_scene"):
105
105
```
106
106
Don't forget to add key/mouse/controller mapping for the "reload_scene" action ;)
107
107
108
+
### Tileset objects for collisions & navigation
109
+
110
+
To setup a collision shape for a tile, first edit the tileset in Tiled:
111
+
112
+
- Select the tile in the tileset file
113
+
- You should see a side panel "Tile Collision Editor", use the menu above it to create a new shape. Use rectangle or polygon only.
114
+
115
+
For navigation, do the same thing, but with the Object shape selected, set the `Type` field to `navigation`.
116
+
108
117
## Why use it?
109
118
110
119
The main focus was easily editing and creating new maps and tilesets.
@@ -124,7 +133,7 @@ More about my struggles can be read in Tiled Forum or Godot reddit. Check the Co
124
133
-[ ] Export visibility and opacity from layers
125
134
-[x] Export collision shapes<sup>*</sup>
126
135
-[ ] Export occluder shapes<sup>*</sup>
127
-
-[] Export navigation shapes<sup>*</sup>
136
+
-[x] Export navigation shapes<sup>*</sup>
128
137
-[ ] Support for one-way collision shapes
129
138
-[ ] Support for image layers
130
139
-[x] Support for tile objects, which are exported to Godot as Sprite nodes. (Other types of objects are not yet included.)
@@ -133,7 +142,7 @@ More about my struggles can be read in Tiled Forum or Godot reddit. Check the Co
133
142
-[ ] Custom properties for maps, layers, tilesets, and objects are exported as metadata. Custom properties on tiles can be exported into the TileSet resource
134
143
-[ ] Map background layer exported as a parallax background
135
144
136
-
Legend: ticked = done, unticked = to do
145
+
Legend: ticked = done, unticked = to do
137
146
138
147
\* The Godot tileset editor supports only Rectangle and Polygon. That's Tiled are supported and are converted to polygons in Godot.
0 commit comments