Tile Map WorldWorld

World is built from a grid of discrete terrain tiles; position on the grid is the primary navigation primitive.

A real TileMapLayer built from a Kenney tile atlas; the hero walks the grid cell by cell.

How tile map world works in Godot

TileMapLayernode

The grid is the world. Position is a cell coordinate, and the tile under a unit decides movement cost and whether it can stand there.

var cell = $Map.local_to_map(unit.global_position)
var data = $Map.get_cell_tile_data(cell)
var cost = data.get_custom_data("move_cost")

TileSetprimitive

A resource defining per-tile properties via custom data layers — terrain type, defense bonus, passability. The rules of the world live in the tileset.

# Add custom data layers in the TileSet editor:
# move_cost (int), is_water (bool), defense (int)

NavigationRegion2Dnode

Bake the walkable tiles into a navigation region so AI units path across the grid respecting terrain.

# Bake from the tilemap; agents query it for grid paths.

In short: TileMap node; tile type affects movement cost or availability; NavigationRegion2D for AI pathfinding

Retro games that use tile map world

32 catalogued game(s) use this mechanic, spanning 1980–1999.

Related world mechanics

▶ Explore Tile Map World interactively — see every game + the Godot system