54 · Procedural · 2D

Autotiling

Paint ground and let edges and corners pick themselves.

Placing grass edges, corners and inner corners by hand is slow and error-prone. Autotiling looks at each tile's neighbours, builds a small bitmask, and picks the matching piece of the tileset. Painting or generating a level becomes as simple as marking which cells are ground.

T autotile on/offC clearTap or drag to paint ground

Try this: Paint a blob with autotiling off: every cell is the same block. Turn it on (T) and paint again.

Click or drag to paint ground.

Prompt bit

Works for 2D or 3D in any engine (Unity, Unreal, Godot, web). Paste the short one for a quick fix, or the detailed one when you want it done properly.

Autotile the ground layer: build a 4-bit mask from each filled cell's up, right, down and left neighbours (8-bit with corners for inner corners), pick the matching tile, update only changed cells and neighbours within 0.01 s, and treat map edges as filled.

43 words · one sentence to paste as is

Where it's used

Common mistakes

Placing edges by hand, using only 4 neighbours when the art needs inner corners, recalculating the whole map on every change, and map edges that draw a border nobody wanted.

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