tileset

Solid

Generate a tile atlas and compile its explicit recipe into a native Godot TileSet resource. Use for reusable terrain, wall, floor, obstacle, and animated tile libraries; not for designing a TileMap layout.

AI & Automation 495 stars 43 forks Updated today NOASSERTION

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Skill Content

# TileSet Asset Skill Produce one reusable TileSet from a processable atlas image and a fully declared TileSet recipe. This skill is standalone: a direct user request and any caller use the same request and result contract. ## Contract Read and enforce the common request and result contract in `skills/assets/_shared/asset-skill-contract.md`. Accept only a request whose `asset_type` is `tileset`; require a stable `asset_id`, a concise `brief`, and an explicit `spec`. Return the common result object with: ```json { "asset_type": "tileset", "outputs": [{ "role": "runtime", "path": "res://assets/generated/tileset/<asset_id>/<asset_id>.tres", "godot_type": "TileSet" }], "sources": [{ "path": "res://assets/generated/tileset/<asset_id>/<asset_id>_atlas.png", "layout": "tile_atlas" }], "previews": [], "validation": {"passed": true, "levels": {"L0": true, "L1": true, "L2": true, "L3": true, "L4": true}} } ``` The shared contract permits multiple logical outputs, but this v1 TileSet skill supports exactly one runtime output: the `TileSet` above. It rejects any extra runtime output at L0 rather than marking an uncompiled or unvalidated resource as ready. Reference outputs remain allowed by the shared contract and do not enter runtime L2-L4 validation. Do not read or require tags, stage state, `ASSETS.md`, either generated manifest, or any `/gm-asset` mode. Do not register outputs or decide worker dispatch. Those are caller responsibilities outside...

Details

Author
RandallLiuXin
Repository
RandallLiuXin/GodotMaker
Created
3 months ago
Last Updated
today
Language
Python
License
NOASSERTION

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