You've already forked godot
							
							
				mirror of
				https://github.com/godotengine/godot.git
				synced 2025-11-04 12:00:25 +00:00 
			
		
		
		
	Better clarify initialization of scene tiles
This commit is contained in:
		@@ -5,7 +5,7 @@
 | 
			
		||||
	</brief_description>
 | 
			
		||||
	<description>
 | 
			
		||||
		Node for 2D tile-based maps. A [TileMapLayer] uses a [TileSet] which contain a list of tiles which are used to create grid-based maps. Unlike the [TileMap] node, which is deprecated, [TileMapLayer] has only one layer of tiles. You can use several [TileMapLayer] to achieve the same result as a [TileMap] node.
 | 
			
		||||
		For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from a [TileSetScenesCollectionSource] may be initialized after their parent. This is only queued when inside the scene tree.
 | 
			
		||||
		For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from a [TileSetScenesCollectionSource] are initialized after their parent. This is only queued when inside the scene tree.
 | 
			
		||||
		To force an update earlier on, call [method update_internals].
 | 
			
		||||
		[b]Note:[/b] For performance and compatibility reasons, the coordinates serialized by [TileMapLayer] are limited to 16-bit signed integers, i.e. the range for X and Y coordinates is from [code]-32768[/code] to [code]32767[/code]. When saving tile data, tiles outside this range are wrapped.
 | 
			
		||||
	</description>
 | 
			
		||||
 
 | 
			
		||||
@@ -5,7 +5,7 @@
 | 
			
		||||
	</brief_description>
 | 
			
		||||
	<description>
 | 
			
		||||
		When placed on a [TileMapLayer], tiles from [TileSetScenesCollectionSource] will automatically instantiate an associated scene at the cell's position in the TileMapLayer.
 | 
			
		||||
		Scenes are instantiated as children of the [TileMapLayer] when it enters the tree. If you add/remove a scene tile in the [TileMapLayer] that is already inside the tree, the [TileMapLayer] will automatically instantiate/free the scene accordingly.
 | 
			
		||||
		Scenes are instantiated as children of the [TileMapLayer] after it enters the tree, at the end of the frame (their creation is deferred). If you add/remove a scene tile in the [TileMapLayer] that is already inside the tree, the [TileMapLayer] will automatically instantiate/free the scene accordingly.
 | 
			
		||||
		[b]Note:[/b] Scene tiles all occupy one tile slot and instead use alternate tile ID to identify scene index. [method TileSetSource.get_tiles_count] will always return [code]1[/code]. Use [method get_scene_tiles_count] to get a number of scenes in a [TileSetScenesCollectionSource].
 | 
			
		||||
		Use this code if you want to find the scene path at a given tile in [TileMapLayer]:
 | 
			
		||||
		[codeblocks]
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user