YATI Reference

March 8, 2026 ยท View on GitHub

Contents

Options

Use Default Filter

Default: Off

To ensure that looks are the same as in Tiled, all layer texture filters are set to "nearest". Setting this option to On leaves all texture filters as they are by default ('inherited').

Add Class as Metadata

(new since version 1.5.0)

Default: Off

If enabled the content of the Tiled class field is added to the metadata of the corresponding Godot elment.

Add Id as Metadata

(new since version 1.6.2)

Default: Off

If enabled the Tiled object id is added to the metadata of the corresponding Godot elment.

No Alternative Tiles

(new since version 1.6.5)

Default: Off

If enabled any flipped/rotated tiles are no longer created as alternative tiles.
An enhancement in Godot 4.2 makes this possible.
Please note: Rotated non-square tiles may appear wrongly placed if this option is On.
This currently can't be avoided due to Godot specifics.

Map Wangset to Terrain

(new since version 1.4.0)

Default: Off

Switch on the 'old' (prior to version 1.4.0) mapping where Tiled wangsets ('terrain sets') were mapped to Godot terrains to keep the terrain set names.

Custom Data Prefix

(new since version 2.1.0 / 1.7.0)

Default: data_

Tile properties with this prefix on the name are (after removing the prefix) explicitly assigned to Godot's tile custom data for special purposes in Godot.
Tile properties without this prefix on the name are assigned to the tile's meta data. This allows for distinguishing between custom data and (more general) meta data.

Tiled Project File

(new since version 1.6.0)

Default: None

Enable the use of Tiled's Custom Types by specifying the Tiled project file (.tiled-project).

Post Processor

Default: None

After import you can manipulate the genereted map by a post processor script. The script must have a method "_post_process" with a parameter of type Node2D (the base node of the generated map) and return the changed map as Node2D.
Please note: only owned nodes are saved to the final imported scene.

Further GDScript requirements: "extends Node"

Mini Example (manipulating the Material setting on element with name 'Area2'):

extends Node

func _post_process(base_node: Node2D):
	var area = base_node.find_child("Area2")
	var mat = CanvasItemMaterial.new()
	mat.blend_mode = CanvasItemMaterial.BLEND_MODE_MUL
	area.material = mat
	return base_node
	

Further C# Script requirements: Class name like .cs filename and inherit from Node.

Equivalent mini example (Post processor file is named 'PostProcessor.cs'):

using Godot;

public partial class PostProcessor: Node
{
    public Node2D _PostProcess(Node2D baseNode)
    {
        var area = (Area2D)baseNode.FindChild("Area2");
        var mat = new CanvasItemMaterial();
        mat.BlendMode = CanvasItemMaterial.BlendModeEnum.Mul;
        area.Material = mat;
        return baseNode;
    }
}
	

Save Tileset To

Default: None

Every map generated by the importer gets a Godot TileSet. This TileSet can be exported to a .tres file to use it otherwise.

Mapping from Tiled elements to Godot elements

Where applicable the mapping is controlled by an entry in the Tiled class field.
New since version 1.5.0: Mapping can alternatively be controlled by a custom property 'godot_node_type'.
Probably this new way is preferable if you want to keep open the use of Tiled's Custom Types.

Tile collision elements are controlled by custom properties of type 'int'.
Property value is the assigned layer number.

Names: The Tiled element name entry is mapped to the Godot element name.
If the Tiled name entry is empty a default Godot element name is created to avoid cryptic looking names.

Tiled ElementClass or
godot_node_type
Property (type)Godot Element
Tile layerTileMapLayer
Object layerNode2D
parallaxParallax2D
Group layer(Parent) Node2D
parallaxParallax2D
Image layerTextureRect
parallaxParallx2D + TextureRect
Tileset (tileset image)Atlas
Tileset (image collection)One atlas per image
Terrain Set ("wangset")Terrain Set
Terrain ("color")Terrain
Tile Collision polygonphysics_layer (int)Physics layer polygon
navigation_layer (int)Navigation layer polygon
occlusion_layer (int)Occlusion layer polygon
Tile Collision rectanglephysics_layer (int)Physics layer polygon
navigation_layer (int)Navigation layer polygon
occlusion_layer (int)Occlusion layer polygon
Tile collision ellipsesame as polygon (approximated)
Tile collision capsulesame as polygon (approximated)
Tile animationTile animation (limited)
Tile objectSprite2D
areaArea2D + Sprite2d + Coll.(*)
staticbodyStaticBody2D + Sprite2D + Coll.(*)
animatablebodyAnimatableBody2D + Sprite2D + Coll.(*)
characterbodyCharacterBody2D + Sprite2D + Coll.(*)
rigidbodyRigidBody2D + Sprite2D + Coll.(*)
instanceres_path (file)Instantiated scene
res_alignment (string)Alignment of the instaiated Godot scene(**)
Polygon object(staticbody)StaticBody2D + CollisionPolygon2D
areaArea2D + CollisionPolygon2D
navigationNavigationRegion2D
occluderLightOccluder2D + OcclusionPolygon2D
polygonPolygon2D
instanceres_path (file)Instantiated scene
Rectangle object(staticbody)StaticBody2D + Rectangle CollisionShape2D
areaArea2D + Rectangle CollisionShape2D
navigationNavigationRegion2D
occluderLightOccluder2D + OcclusionPolygon2D
instanceres_path (file)Instantiated scene
Ellipse object(staticbody)StaticBody2D + Capsule CollisionShape2D
areaArea2D + Capsule CollisionShape2D
instanceres_path (file)Instantiated scene
Capsule object(staticbody)StaticBody2D + Capsule CollisionShape2D
areaArea2D + Capsule CollisionShape2D
instanceres_path (file)Instantiated scene
Polyline object(staticbody)StaticBody2D + Segment CollisionShape2D
areaArea2D + Segment CollisionShape2D
lineLine2D
pathPath2D
Point objectMarker2D
instanceres_path (file)Instantiated scene
Text objectLabel

Coll.(*): All tile collision objects (except point), ellipse is approximated by capsule
**): Possible alignment values are 'bottomleft', 'bottom', 'bottomright', 'left', 'center', 'right', 'topleft', 'top', 'topright'

Custom properties reference

Setting these properties affect the Godot settings accordingly.
Custom properties which are not in this list or not fitting to the element are added as Meta Data.
If assigned to a tile and the property name is starting with the custom data prefix they are added to the Tile Custom Data.

Tile custom properties: The property name and type will refer to a layer in the Godot TileSets's Custom Data Layer array,
the property value is assigend to the tile's Custom Data entry which conists only of the layer number and the value.
New since version 2.1.0 / 1.7.0: Only properties with custom data prefix on the name are handled this way

New since v1.5.4: A special custom property godot_group to specify the Godot Group to which the imported element is assigned.
You can assign more than one group by passing the group names as a comma-separated list.

New since v1.6.0: You can download this file containing several Godot enums and import it using the Custom Type Editor

New since v1.6.6: A special custom property godot_script to specify a node script.

New since v1.6.8: A special custom property godot_atlas_id to force special atlas id values.
The property is either a tileset property or in case of an image collection tileset a tile property.
Please use this property only if you know what you're doing and why!

Remarks:

  • (*) refers to a string consisting of comma separated values, each value representing an element number to enable.
    Example for a collision layer property (name+value), where layers 1,3,5,6,7 on physics layer 0 are to enable:
    collision_layer_0 = 1,3,5-7 (you can set ranges like 5-7 in this example)
  • (col) refers to a string consisting of an # followed by hex (RGB) values. Example: #4e4aff
  • (enum) refers to an int, value can be taken from the list

Properties with "n is layer number": if number appendix is missing, layer 0 is assumed
i.e. "collision_layer" is equivalent to "collision_layer_0"

Properties of type 'file' refer to previously saved Godot resources e.g. 'material' or a script file.
By specifing the property and setting its value to the resource file path the resource will be loaded.
Please note: The numerous resource-specific properties, e.g. for materials, can only be set by loading previously saved resources.
This seems to be convenient as providing all of these properties would greatly inflate the already extensive list.

Godot ElementGodot propertyTiled Element (to set property)Custom propertyTypeEnum value
NodeGroup(s)Layer / Objectgodot_groupstring (*)
NodeScriptLayer / Objectgodot_scriptfile
TileSetPhysics Layer n / Collision LayerTilesetcollision_layer_n (n is layer number)string (*)
Physics Layer n / Collision Maskcollision_mask_n (n is layer number)string (*)
Navigation Layer n / Layerslayers_n (n is layer number)string (*)
UV Clippinguv_clippingbool
Occlusion Layer n / Light Masklight_mask_n (n is layer number)string (*)
Occlusion Layer n / SDF Collisionsdf_collision_n (n is layer number)bool
Resource Local To Sceneresource_local_to_scenebool
Resource Nameresource_namestring
Base TileTexture OriginTiletexture_origin_xint
texture_origin_yint
Modulatemodulatestring (col)
Materialmaterialfile
Z Indexz_indexint
Y Sort Originy_sort_originint
Physics Layer n / Linear Velocitylinear_velocity_x_n (n is layer number)float
linear_velocity_y_n (n is layer number)float
Physics Layer n / Angular Velocityangular_velocity_n (n is layer number)float
Occlusion Layer PolygonCollision Polygon or Rectangleocclusion_layerint
Physics Layer PolygonCollision Polygon or Rectanglephysics_layerint
One WayCollision Polygon or Rectangleone_waybool
One Way MarginCollision Polygon or Rectangleone_way_marginint
Navigation Layer PolygonCollision Polygon or Rectanglenavigation_layerint
CanvasItemModulateLayer / Objectmodulatestring (col)
Self Modulateself_modulatestring (col)
Show Behind Parentshow_behind_parentbool
Top Leveltop_levelbool
Clip Childrenclip_childrenint (enum)0: Disabled, 1: Clip Only, 2: Clip+Draw
Light Masklight_maskstring (*)
Visibility Layervisibility_layerstring (*)
Z Indexz_indexint
Z As Relativez_as_relativebool
Y Sort Enabledy_sort_enabledbool
Texture Filtertexture_filterint (enum)0: Inherit, 1: Nearest, 2: Linear, 3: Nearest Mipmap, 4: Linear Mipmap, 5: Nearest Mipmap Anisotropic, 6: Linear Mipmap Anisotropic
Texture Repeattexture_repeatint (enum)0: Inherit, 1: Nearest, 2: Linear, 3: Nearest Mipmap, 4: Linear Mipmap, 5: Nearest Mipmap Anisotropic, 6: Linear Mipmap Anisotropic
Materialmaterialfile
Use Parent Materialuse_parent_materialbool
TileMapLayerTile SetTile layertile_setfile
Y Sort Originy_sort_originint
X Draw Order Reversedx_draw_order_reversedbool
Rendering Quadrant Sizerendering_quadrant_sizeint
Collision Enabledcollision_enabledbool
Use Kinematic Bodiesuse_kinematic_bodiesbool
Collision Visibility Modecollision_visibility_modeint (enum)0: Default, 1: Force Show, 2: Force Hide
Navigation Enablednavigation_enabledbool
Navigation Visibility Modenavigation_visibility_modeint (enum)0: Default, 1: Force Show, 2: Force Hide
CollisionObject2DDisable ModeObjects with class "area" or "<.. >body"disable_modeint (enum)0: Remove, 1: Make Static, 2: Keep Active
Collision Layercollision_layerstring (*)
Collision Maskcollision_maskstring (*)
Collision Prioritycollision_priorityfloat
Input Pickableinput_pickablebool
CollisionPolygon2DBuild ModePolygon with class "staticbody" or "area"build_modeint (enum)0: Solids, 1: Segments
(both Polgon+Shape)DisabledObjects with class "staticbody" or "area"disabledbool
(both Polgon+Shape)One Way Collisionone_way_collisionbool
(both Polgon+Shape)One Way Collision Marginone_way_collision_marginfloat
CollisionShape2DDebug Colordebug_colorstring (col)
StaticBody2DPhysics Material OverrideObjects with class "staticbody"physics_material_overridefile
Constant Linear Velocityconstant_linear_velocity_xfloat
constant_linear_velocity_yfloat
Constant Angular Velocityconstant_angular_velocityfloat
AnimatableBody2DSync To PhysicsObjects with class "animatablebody"sync_to_physicsbool
Area2DMonitoringObjects with class "area"monitoringbool
Monitorablemonitorablebool
Prioritypriorityfloat
Gravity Space Overridegravity_space_overrideint (enum)0: Disabled, 1: Combine, 2: Combine-Replace, 3: Replace, 4: Replace-Combine
Gravity PointRemark: if space_override not disabledgravity_pointbool
Gravity Point Unit DistanceRemark: if gravity_point ongravity_point_unit_distancefloat
Gravity Point Centergravity_point_center_xfloat
gravity_point_center_yfloat
Gravity DirectionRemark: if gravity_point offgravity_direction_xfloat
gravity_direction_yfloat
Gravitygravityfloat
Linear Damp Space Overridelinear_damp_space_overrideint (enum)0: Disabled, 1: Combine, 2: Combine-Replace, 3: Replace, 4: Replace-Combine
Linear DampRemark: if space_override not disabledgravityfloat
Angular Damp Space Overrideangular_damp_space_overrideint (enum)0: Disabled, 1: Combine, 2: Combine-Replace, 3: Replace, 4: Replace-Combine
Angular DampRemark: if space_override not disabledgravityfloat
CharacterBody2DMotion ModeTile objects with class "characterbody"motion_modeint (enum)0: Grounded, 1: Floating
Up DirectionRemark: if motion mode 'Grounded'up_direction_xfloat
up_direction_yfloat
Slide on CeilingRemark: if motion mode 'Grounded'slide_on_ceilingbool
Wall Min Slide AngleRemark: if motion mode 'Floating'wall_min_slide_anglefloat
(Floor) Stop on Slopefloor_stop_on_slopebool
(Floor) Constant Speedfloor_constant_speedbool
(Floor) Block on Wallfloor_block_on_wallbool
(Floor) Max AngleRemark: value in radiansfloor_max_anglefloat
(Floor) Snap Lengthfloor_snap_lengthfloat
(Platform) On Leaveplatform_on_leaveint (enum)0: Add Velocity, 1: Add Upward Velocity, 2: Do Nothing
(Platform) Floor Layersplatform_floor_layersstring (*)
(Platform) Wall Layersplatform_wall_layersstring (*)
(Collision) Safe Marginsafe_marginfloat
(Collision) Collision Layercollision_layerstring (*)
(Collision) Collision Maskcollision_maskstring (*)
(Collision) Prioritycollision_priorityfloat
RigidBody2DMassTile objects with class "rigidbody"massfloat
Inertiainertiafloat
Center of Mass Modecenter_of_mass_modeint (enum)0: Auto, 1: Custom
Physics Material Overridephysics_material_overridefile
Gravity Scalegravity_scalefloat
Custom Integratorcustom_integratorbool
Continuous CDcontinuous_cdint (enum)0: Disabled, 1: Cast Ray, 2: Cast Shape
Max Contacts Reportedmax_contacts_reportedint
Contact Monitorcontact_monitorbool
Sleepingsleepingbool
Can Sleepcan_sleepbool
Lock Rotationlock_rotationbool
Freezefreezebool
Freeze Modefreeze_modeint (enum)0: Static, 1: Kinematic
Linear Velocitylinear_velocity_xfloat
linear_velocity_yfloat
(Linear) Damp Modelinear_damp_modeint (enum)0: Combine, 1: Replace
(Linear) Damplinear_dampfloat
Angular Velocityangular_velocityfloat
(Angular) Damp Modeangular_damp_modeint (enum)0: Combine, 1: Replace
(Angular) Dampangular_dampfloat
Constant Forceconstant_force_xfloat
constant_force_yfloat
Constant Torqueconstant_torquefloat
NavigationRegion2DNavigation PolygonObjects with class "navigation"navigation_polygonfile
Enabledenabledbool
Use Edge Connectionuse_edge_connectionbool
Navigation Layersnavigation_layersstring (*)
Enter Costenter_costfloat
Travel Costtravel_costfloat
NavigationPolygonParsed Geometry TypeObjects with class "navigation"parsed_geometry_typeint (enum)0: Mesh Instances, 1: Static Colliders, 2: Meshes and Static Colliders
Parsed Collision Maskparsed_collision_maskstring (*)
Source Geometry Modesource_geometry_modeint (enum)0: Root Node Children, 1: Group With Children, 2: Group Explicit
Source Geometry Group Namesource_geometry_group_namestring
Cell Sizecell_sizefloat
Border Sizeborder_sizefloat
Agent Radiusagent_radiusfloat
Baking Rectbaking_rect_xfloat
baking_rect_yfloat
baking_rect_wfloat
baking_rect_hfloat
Baking Rect Offsetbaking_rect_offset_xfloat
baking_rect_offset_yfloat
Resource Local To Sceneresource_local_to_scenebool
Resource Nameresource_namestring
LightOccluder2DSDF CollisionObjects with class "occluder"sdf_collisionbool
Occluder Light Maskoccluder_light_maskstring (*)
Polygon2DColorObjects with class "polygon"colorstring (col)
Line2DWidthObjects with class "line"widthfloat
Default Colordefault_colorstring (col)
Marker2DGizmo ExtentsPoint objectgizmo_extentsfloat
Parallax2DScroll ScaleObject/Group/Image layers with class "parallax"scroll_scale_xfloat
scroll_scale_yfloat
Scroll Offsetscroll_offset_xfloat
scroll_offset_yfloat
Repeat Sizerepeat_size_xfloat
repeat_size_yfloat
Autoscrollautoscroll_xfloat
autoscroll_yfloat
Repeat Timesrepeat_timesint
Limit Beginlimit_begin_xfloat
limit_begin_yfloat
Limit Endlimit_end_xfloat
limit_end_yfloat
Follow Viewportfollow_viewportbool
Ignore Camera Scrollignore_camera_scrollbool
Screen Offsetscreen_offset_xfloat
screen_offset_yfloat

Specialities

  • For some custom properties e.g. 'use_parent_material' there's a catch that this can be ambiguous.
    Example: A rectangle with class 'staticbody' is mapped to a StaticBody2D (parent) + a CollisionShape2D (child).
    Both elements do have a 'use_parent_material' property. Which one of them should the property affect?
    By default the property affects the parent.
    If you want the property to affect the child, prefix the name with two underscores e.g. '__use_parent_material'
  • If linear texture filters are in effect, on tile objects (which are mapped to a Sprite2D) it may happen that the sprite shows artifacts on the border.
    This can be overcome by adding a special property to the object named 'clip_artifacts' and setting it to On.
  • Skip Tiled layers by adding a custom property 'no_import' (type bool) and set it to 'true' (new in v1.2).