Why are my TileMap Tiles so massive?

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:bust_in_silhouette: Asked By Reid

I followed the instructions here. I set up sprites that are 50x50 units each by the ruler at the edge of the editor screen, inside a tilesheet. I create a scene with a Node2d root, create a tilemap child and set the tilesheet to the aforementioned sheet. The tiles are 4000 units by 7000 units, and do not change with any Cell settings.

How do I get cells that are the size of the tiles on my tilesheet, or that remotely reflect the cell size in my tilemap?

Something went wrong when you set this up, tilemaps are not supposed to do that. I tested it quickly and that didn’t happen.
Did you scale the parent node? Which version of Godot are you using?

Zylann | 2019-03-11 13:57

I’m not 100% sure, but I thought I would offer some things to check.

The Tilemap node itself has a Scale setting under the Node2D category.
Make sure this is x:1, y:1.

For Node2D as parent:
In your Node2D check the Scale setting is x:1, y:1 as well.

For Node as parent:
I put put a regular node as a parent of my TileMap, where I then verify the Cell Size is the same as the sprite dimensions.

What version of Godot are you using?

GodotUser | 2019-07-24 03:29