• 2D
  • Moving tilemap tiles without snapping to grid?

I'm working on a 2d platformer and for designing levels I'm using tiles that snap to grid, such as floors and walls, but I'd also like to place objects in the world, such as trees and rocks, without snapping. What is the best way to accomplish this?

At the moment I'm creating tilemaps and changing the cell size to a low value as a way to move objects in smaller increments. It works alright, but comes with a few problems. Firstly, you get an obnoxious orange grid that covers everything, then the origin of the tile shrinks to a tiny point that in many cases is floating outside the object (this makes erasing objects more difficult because you have to make sure that tiny point is selected), and then if for whatever reason I want to make the cell size bigger or smaller to accommodate grid movement it'll offset all the items I've already placed from that tilemap. It's giving me a little OCD.

Any alternative methods or even tips for making this process more elegant is much appreciated!

23 days later

Adding those objects outside of tilemap (such as adding Node2Ds as child of tilemap) is not an option?