tileset
SolidGenerate 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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