I had a similar problem to you, the simplest answer is to use update_bitmask_region(), calling it after the tiles have been generated, with the first parameter being a Vector2 for the first corner, the second is a Vector2 with the coordinates the opposite corner.
aimless-skipper

- Joined Apr 11, 2020
- 0 best answers
Found out about update_bitmask_region(), it works great now
This is the code:
extends TileMap var generation = OpenSimplexNoise.new() func generate(x_pos,y_pos,w,h): for x in range(w): for y in range(h): set_cell(x_pos+x,y_pos+y+(generation.get_noise_1d(x))*20,0) func _ready(): randomize() generation.seed = randi() generate(-30,50,600,60)
- Edited
I have an autotile set up that works perfectly fine if I make a map using the tilemap in the editor, however I am making a game with procedural generation and when I set the tiles with code it always displays the first tile in the autotile, regardless of the bitmask. how can i fix the autotile so it shows up properly when tiles are set with code?