How to stretch a small tileset texture to a big cell in a tilemap?

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:bust_in_silhouette: Asked By Biophonism

I have a TileMap with 64x64 cells and a TileSet with 16x16 tiles. How do I stretch the 16x16 tile texture to the 64x64 cell instead of just having a 16x16 tile inside of if?

:bust_in_silhouette: Reply From: DDoop

From this question, this was not possible in 2016, probably still isn’t. I’ve looked in the past and it wasn’t possible when I looked either.
BUT I will add (and I only thought of this because I read your question, so thanks haha), since TileMap inherits from Node2D, if you want to you can set the scale of the entire TileMap object. So you’d need all your tiles to be that same small size, and match the TileMap’s cell size to that size. Then just scale the entire TileMap, using its .scale member property (or manipulate it in the editor’s object inspector).
I just tried this in my project by setting a TileMap scale to 200, and it was absurdly huge so it works (my tiles are just solid colors though, could be different if they are detailed tiles, post if it does).

EDIT: I may have answered the question I imagined you asked, if that’s the case, all you need to do is to change the cell size property to Vector2(16,16) in code or change the corresponding option in the editor’s object inspector to x: 16, y: 16. Your tiles will be smaller though, if you want them bigger without messing with the camera (another possibility) just manipulate the .scale of the TileMap. Sorry if my first part wasn’t helpful.