Overview
The entry point for building tile assets. Bulk-slice a sheet image into static tiles,
swap some slots to animations, define multi-cell stamps such as a 2×2 house, and merge
existing auto/rule tile assets — all into one TileAsset. Slicing, selection, and naming
are edited in the dedicated editor (Tile Asset Builder); the node itself only evaluates
the recipe (builder_data).
Usage tips
- For bulk registration connect either
image(you specify margin/spacing yourself) orsprite_sheet(columns and cell size carry over). No per-cell wiring is needed. - For animations, setting a "target brush ID" swaps a static tile to an animation while
keeping its public brush ID (and thus its palette slot). Frames come from the
imagesinput (all frames the same size) or from cells on the same sheet. - Save the finished asset with
tile_asset_saveas a self-contained.pxntile— it loads even after the original input nodes are deleted. - While
warningsreports "live source" issues, resolve them before saving anything meant for distribution.
Common pitfalls
- Animation frames with mixed sizes — pad/crop them to one size explicitly before
feeding
images; no implicit correction is applied. - Transparent cells get registered — set the slice recipe's transparent-cell policy
to
exclude_fully_transparentto skip fully transparent cells (row/column positions are preserved). - A connected auto-tile isn't imported — the recipe's "include rule asset" toggle (a checkbox in the editor) must be enabled.
Related nodes
tile_asset_save/tile_asset_load— saving to and loading from.pxntileautotile_from_template/autotile_from_parts— producing auto-tile assets to import hererule_set_editor— low-level editing of rule brushes