Custom Properties defined on object tile definitions do not propogate.
Describe the bug Custom Properties defined on object tile definitions do not propagate.
To Reproduce Steps to reproduce the behaviour:
- Create a tile project
- Create a tileset with at least one tile
- On the tileset create a custom properties on the tiles (e.g. "godot_script" -> "../scripts/lights.gd")
- On the tilemap create an object layer
- Place tiles in a map
- Load map into Godot4
Or succinctly: Property in the tsx, but not in the tmx on object layers.
Expected behavior Custom properties should propogate through from the tileset, so that a tile with can have a script (or any other custom) defined in the tileset. Otherwise each instance of the tile needs to have the property set in the map editor.
Screenshots If applicable, add screenshots to help explain your problem.
Additional context I had a (poor) go fixing it myself, the function handle_object in TilemapCreator can be made to reference back to the custom data layer of the tileset, and while elegant enough for my own needs it seemed a bit hacky; theres possibly a better way. Awesome tool otherwise :)
Ok, haven't come across this use case yet.
The way I came across it was wanting to add an object layer with tile based objects representing lighting placement. In the tiles map editor I can assign a godot_script custom script to each tile-based object on the object layer, but it's so laborious. I can add the custom script to the tileset, but the importer doesn't look at the "default" properties in the tileset when creating the sprite, which is a shame because the custom properties are imported to the tileset in godot as custom data layers, they just never get preference when handling the properties in the object creator.On 08/07/2024, 19:26 Roland @.***> wrote:
Ok, haven't come across this use case yet. —Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you authored the thread.Message ID: @.***>
You could help me a bit by providing a little use case example i.e. a small Tiled project + manipulated Godot result illustrating how it should look.
Should be now fixed with release 1.6.8 / 2.0.0