TileCopy v1.0.2 Tools 4.3 Community
Submitted by user 究极炸天大炮仗; MIT; 2026-07-31
# Tile Copy User Guide
Tile Copy copies `TileData` properties between Atlas tiles and replaces Terrain IDs in batches.
`TileData` defines tile behavior, including collision, navigation, terrain, occlusion, rendering properties, and custom data.
Supported version: Godot 4.3 or later.
## Controls
Select an Atlas Source and one or more tiles in the TileSet editor. The following controls appear in the Inspector:
| Control | Function |
| --- | --- |
| **Copy** | Records the source tiles and their relative coordinates. |
| **Paste** | Pastes properties into the target tiles. |
| **Setting** | Configures the position mask and property filter. |
| **Change Terrain** | Replaces a Terrain ID. |
## Property Paste
1. Select the source tiles and click **Copy**.
2. Select the target tiles and click **Paste**.
A single tile uses relative coordinate `(0, 0)`. For multiple tiles, the source and target coordinates are normalized separately and matched by their coordinate intersection. Tiles without a corresponding position are ignored, and gaps in the selection are neither collapsed nor filled.
Without a **Setting** configuration, all available `TileData` properties at matching coordinates are pasted. Target tile textures remain unchanged.
## Selective Paste
Click **Setting** to configure two levels of filtering:
- **Position** on the left is the position mask. Click a tile preview to toggle it; gray tiles are excluded from paste.
- **Property** on the right is the property filter. It controls which property paths are pasted at each coordinate.
The two sides keep independent state and are combined after clicking **OK**. The position mask has priority: a coordinate disabled on the left produces no paste operation; an enabled coordinate then uses the property filter on the right.
Parent checkboxes control their descendants, and partially selected branches show an indeterminate state. Click **OK** to apply changes. Running **Copy** again clears the current filter configuration.
## Terrain ID Replacement
This operation applies directly to the current selection and does not require **Copy**.
1. Enter the source Terrain ID in **From**.
2. Enter the target Terrain ID in **To**.
3. Click **Change Terrain**.
The operation replaces:
- the main `terrain` property when it equals the source ID;
- valid Terrain Peering Bits when they equal the source ID.
Empty Peering Bits and other Terrain IDs remain unchanged. The operation is unavailable when the source and target IDs are equal.
The entered Terrain IDs must belong to the Terrain Set used by the selected tiles.
## Notes
- **Paste** and **Setting** become available after **Copy**.
- Before pasting multiple tiles, confirm that the source and target selection shapes and gaps correspond.
- When pasting across TileSets, both sides should use the same physics, navigation, occlusion, terrain, and custom-data layer configuration.
## License
MIT License. Contact: `[email protected]`
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