How are interactive resources or objects presented on tile maps?

Godot Version

GODOT4.4

Question

I am making a demo of an infinite world top-down 2D sandbox game, and I have completed the dual grid system and block loading functions. Now I want to add various resources or objects to it, such as trees, stones, shells, seashells, flowers, and even building walls tiles that can be constructed. The problem I encountered is how these resources should be presented on tilemap.

  1. In the form of tiles, the performance is high, but the interaction is insufficient, which makes it difficult to meet the effect I want for tiles, such as blocking transparency, shaking during collection, and falling fragments.
  2. In the form of scene tiles, various interactive effects can be customized, but it may affect the performance fps. Is the drawcall too high? (Uncertain)
    Do you have any suggestions?

Actually, I want to implement some simple effects on tiles at specified positions on tilemap, but as we all know, modifying a single tile will affect all tiles

My advice would be, bake your objects into another tilemap layer, but if the player goes to interact with an object, remove it from the tilemap and replace it with an identical sprite. You can then wiggle it, tint it, make it float up in the air or whatever.

Tilemaps are great for performance, but once you want stuff to shake, drop pieces, or block light dynamically, it gets limiting fast. What worked for me was using the tilemap just for background and terrain, then spawning interactable objects as individual scenes layered on top.