Zig
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Zig-ldtk .
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2 years without updates.
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Godot
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Inspired by Amano's addon.
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EntityLayer is just a Node2D.
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Tiles in the tilemaps are split the same as in LDtk, so the ysort problem happens depending on how tiles were defined in LDtk.
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Impressions :
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(2025-03-15)
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I had problems when:
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If the tileset has a cell_size, but the TileLayer has another, importing with this addon everything breaks, so the texture is loaded into the wrong TileMapLayer node in Godot.
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In short, everything explodes. Some nodes end up with 2 textures while others end up with none.
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This is important to support cases where "trees are a large 100x100 tile positioned on a 16x16 grid", for example.
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When I had this problem, the error in Godot's terminal was ultra confusing, even in verbose error mode (import option).
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I felt quite insecure, as it's an abstraction of the process, obviously.
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I prefer to simply make my own importer...
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2 years without updates.
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Demo .
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'new inherited scene', from the
.ldtkfile.-
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Reminiscent of the .gltf workflow.
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