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Components · v1.0.0

Tileset

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

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ScopeThis page documents the Tileset 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 → Tileset, then open the Tileset Editor window from the Inspector. Import one auto-sliced 4×4 sheet or 16 role images.

#What it does

Defines a reusable 16-role autotile set. The editor can auto-slice one image or accept separate role images.

Component setup & editor toolsTileset stores tile definitions used by Tilemap and is edited through the Tileset panel.

#How to add and use Tileset

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 Tileset → 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 Tileset entity → Inspector → Add Component → Tileset → open the Tileset panel. Define tile data there, then assign/use the Tileset from a Tilemap.

#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
namestringTileset display name.New Tileset
tileWidthnumberTile width in pixels/world units.32
tileHeightnumberTile height.32
slotsobject16 named autotile role → sprite asset key.{}

#Autotile roles

SlotRoleMeaning
1cornerTLCanonical role slot
2edgeTCanonical role slot
3cornerTRCanonical role slot
4stubTCanonical role slot
5edgeLCanonical role slot
6centerCanonical role slot
7edgeRCanonical role slot
8lineVCanonical role slot
9cornerBLCanonical role slot
10edgeBCanonical role slot
11cornerBRCanonical role slot
12stubBCanonical role slot
13stubLCanonical role slot
14lineHCanonical role slot
15stubRCanonical role slot
16singleCanonical role slot

#Notes & behavior

  • Autotile selection is computed from the four orthogonal neighbors; the stored Tilemap data is the filled-cell set, not a baked per-cell sprite choice.
Need the full workflow?Components: complete workflow covers adding, configuring, testing, combining, and removing components.