- Edited
This is a small rant, but I really would appreciate some help if anyone out there is able.
The new Tilemap system is utterly confusing. What is the purpose of having the ability to create multiple Terrain Sets with each having multiple Terrains? It seems convoluted and unnecessary. Plus, the Terrains that are configured for auto-tiling within the same Terrain Set don't even respect each other. It is totally broken. I tried creating multiple sets of terrains for my grass (spring, summer, fall, winter) - a simple use-case. Forget about coding procedural generated tiles, just painting them on the map using the tools shows me they do not auto-tile correctly over each other. Throw in Layers and I am totally confused. What is the use-case for Layers? They seem to work like switches, fading terrain in and out - but for what purpose? Multiple tilemaps serve as their own layers with their own Z indexes.
I switched from UNITY to Godot back in September of last year and my experience up to this point has been phenomena! What frustrates me is wholesale re-writes of critical systems and features that force developers to re-think pretty much everything about said features, when it wasn't even necessary. Why not take an incremental, backwards-compatible, community-led approach to improving the tilemap system, especially when it already worked? It did not need a total re-write, imho. Not even the upgrade tool knows what to do with this thing.
I don't know, maybe I leaped in too soon. Maybe that is the problem. If anyone out there in Godot Land has figured this out, PLEASE do a video on it, or better yet, help with documentation. It is sorely needed! I will reflect on turning back to Godot 3.x until these issues are resolved.