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
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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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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.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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depth-sorting-occlusion
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Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
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Use when starting an isometric project to lock ONE consistent art style (angle, light, palette, scale) before generating any asset.
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isometric-building-sprites
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Signals
- Stars
- 40
- Forks
- 5
- Open issues
- 3
- 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
- Source
- GitHubgithub-graphql
More from 0xheycat
- 0.570score
seamless-isometric-terrain
0xheycat
Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB).
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
depth-sorting-occlusion
0xheycat
Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
camera-pan-zoom-controls
0xheycat
Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
asset-pipeline-automation
0xheycat
Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
autotiling-transitions
0xheycat
Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
animated-sprite-generation
0xheycat
Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
SkillCFreshness: C★ 40Claude Code +9
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godot4-isometric-tilemap skill. Agent Mart. https://agentmart.dev/skills/0xheycat-godot4-isometric-tilemap (last updated 2026-10-24)