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Components · v1.0.0

Tilemap

Vaelis 1.0.0 Tilemap component reference: fields, script API, behavior and examples.

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ScopeThis page documents the Tilemap component in Vaelis 1.0.0. Runtime fields are serialized scene data; the Script API section lists only members intentionally exposed to game scripts.
Where to find it in the editorTop GameObject → 2D Object → Tilemap. Assign a Tileset entity in the Inspector; T and Y tools appear when a Tilemap/Tileset exists.

#What it does

Sparse painted tile grid that references a Tileset entity by ID.

Component setup & editor toolsTilemap paints a tile grid and exposes tilemap-specific viewport/panel tools.

#How to add and use Tilemap

Editor path: Select the target entity in the Hierarchy (left side) → look at the Inspector (right side) → click Add Component at the bottom of the Inspector → search for Tilemap → click the component row. The Add Component picker is a centered modal with a search box; it only lists components not already attached.

For components with a dedicated editor tool, the tool is opened or activated from the location described below. Do not assume that adding the component alone activates its editor; some systems require a separate window, panel, or viewport tool.

#Component setup & editor tools

  • Select/create a Tilemap entity → Inspector → Add Component → Tilemap. Use the Tilemap viewport/panel tools to paint the configured Tileset.

#What you should see after adding it

The component appears as its own section in the Inspector. Its serialized settings are listed in the Component data table below. If a field is conditional, it appears only when the relevant mode/type is selected. If a field is a runtime state field (for example grounded or resolved velocity), treat it as read-only diagnostic state unless the API reference explicitly documents it as writable.

#How to read the settings

For every setting below, the documentation distinguishes type, default, meaning, and tuning direction where behavior is known. When a value represents a direction, use the engine's coordinate convention documented in Coordinate system; do not substitute Unity/Godot conventions.

#Component data

FieldTypePurposeDefault
tilesetEntityIdstring|nullEntity ID containing the Tileset component.null
cellssparse objectFilled cell keys in `col,row` format.{}

#Notes & behavior

  • Tilemap has no dedicated `this.tilemap` script API in 1.0.0. It is edited as scene data by the editor and rendered by TilemapSystem.
  • Cells may use negative coordinates. The key format is `col,row`.
Need the full workflow?Components: complete workflow covers adding, configuring, testing, combining, and removing components.