Overview
The layered tile-map editing node. Connect a tile palette and paint in the dedicated editor (Tile Studio) with pen, eraser, flood fill, line, rectangle, stamp, and eyedropper tools. Besides visual layers, maps can carry collision and metadata layers that are never drawn into the PNG.
Usage tips
- Connect the output of
tile_palette_createtotile_palettebefore opening the editor. - Normal painting is stored per cell — repainting the same cell doesn't grow the data. A stamp is one placement per operation, and placements that would stick out of the map are rejected.
- The
imageoutput is a lightweight preview. Use downstream render/export nodes for final-quality output. - Maps pin the revision/hash of every asset they use; library updates never silently change the look.
Common pitfalls
- A palette brush shows "asset not found" — the referenced asset is in neither the
connections nor the library. Check the missing diagnostics on
warnings. - Can't paint on a layer — it is locked (by design). Unlock 🔒 in the layer panel.
Related nodes
tile_palette_create— building the palette to paint withtile_canvas_save/tile_canvas_load— saving/loading.pxntilemaptile_asset_builder— building the assets that go into the palette