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godot4-isometric-tilemap

Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto…

Skill by 0xheycat

IndexedMIT★ 40
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

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About

Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto Godot's native APIs.

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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  • codeload.github.com · found in install command

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  • ~/.claude/skills/godot4-isometric-tilemap

What's inside

Skill name
godot4-isometric-tilemap
Description
Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto Godot's native APIs.
License
MIT
Instructions
50 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Godot 4 Isometric TileMap

## Overview

Godot 4 supports isometric natively, but the defaults fight you: wrong tile shape, broken draw order, and magic pixel offsets that look fine until something moves. This skill maps the repo's tested concepts (grid math, depth sorting) onto Godot's `TileMapLayer` + Y-sort so it is correct the first time.

## When to Use

- Starting an isometric scene in Godot 4 (4.3+, `TileMapLayer`).
- Characters draw in front of / behind tiles they should not.
- Tiles overlap, or mouse picking selects the wrong cell.

## Process

1. TileSet: set Tile Shape = **Isometric**, Tile Layout = **Diamond Down**, and Tile Size to your 2:1 footprint (e.g. 64x32).
2. Put ground on a `TileMapLayer`. For anything that must sort against characters, enable **Y Sort Enabled** on the layer and its parent node.
3. Set each movable sprite's `y_sort_origin` to the tile's feet/anchor (not its top). This is Godot's version of the `depth = col + row` rule (see depth-sorting-occlusion).
4. Convert coordinates with the built-ins `local_to_map()` / `map_to_local()` instead of hand-rolled offsets (mirrors isometric-grid-math).
5. Mouse picking: `local_to_map(get_local_mouse_position())` to get the cell, then `map_to_local()` to snap a highlight (see tile-picking-interaction).
6. Keep ONE tile size and anchor convention across every layer and scene.

```gdscript
# grid <-> world: let Godot do the iso math
var cell: Vector2i = ground.local_to_map(ground.get_local_mouse_position())
var world: Vector2 = ground.map_to_local(cell)  # center of that tile
```

## Rationalizations (Stop Lying to Yourself)

| Excuse | Reality |
|---|---|
| "I'll nudge sprite offsets until it lines up" | Manual offsets break under Y-sort and zoom. Set `y_sort_origin` to the anchor. |
| "I'll write the iso math myself" | `local_to_map` / `map_to_local` are exact and tested. Use them. |

## Red Flags - STOP if you catch yourself:

- Y Sort disabled, or `y_sort_origin` left at the default (0,0).
- Hand-written screen<->grid math instead of the `TileMapLayer` API.
- Mixed tile sizes or anchors across layers.

## Verification

You are NOT done until every box is checked:

- [ ] TileSet shape = Isometric, layout = Diamond Down, 2:1 tile size.
- [ ] Y Sort on; a character sorts correctly walking around a tall object.
- [ ] Picking via `local_to_map` selects the cell under the cursor.
- [ ] Round-trip `local_to_map(map_to_local(cell))` returns the same cell.

From 0xheycat/isometric-game-skills, MIT.

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Stars
40
Forks
5
Open issues
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Last commit (this folder)
Jun 16, 2026 (4 months ago)
Last release
Jun 10, 2026 (4 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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godot4-isometric-tilemap skill. Agent Mart. https://agentmart.dev/skills/0xheycat-godot4-isometric-tilemap (last updated 2026-10-24)