Autotile Tileset Editor — Terrain Bits for Godot, Tiled, Unity
Stop setting peering bits by hand: import a sheet, let the Studio recognise which of 12 published layouts it is, check that every combination exists, paint a test map with Godot's own rule and export files the engines loaded.

- Godot 4 TileSetVerified· Godot 4.7.2
- TiledVerified· Tiled 1.12.2
- Unity 6 Rule TileVerified· Unity 6000.5.3f1 + 2D Tilemap Extras 8.0.3
- LDtkPartly verified· LDtk 1.5.3 schema + loader
What it does
- Layout recognition by seam continuity: blob-47 (cr31, wang blob 7×7, caeles, GameMaker, Godot 3 12×4), 16-side, 16-corner / dual grid, 3×3 box, RPG Maker A2 / A4 sources.
- Bits tool, 3×3 bit editor, rotate / mirror, copy / paste bits, collision shapes from alpha.
- A check that says Complete only after measuring: missing combinations as ghost tiles, duplicates, contradictions between art and bits.
- A generator that assembles a blob-47 or dual-grid set from an RPG Maker A2, A4 or 2×3 base block.
How to do it
- Drop the tileset.
- Use the suggested grid, then apply the best layout candidate (Enter).
- Read the Check panel; fix or generate what is missing; paint a test map (M).
- Export for Godot 4, Tiled, Unity or LDtk (Ctrl+E).
Engine exports and how each was checked
"Verified" means the exported files were loaded by the real engine or tool on real CC0 assets and the result was compared with the source. Anything that was not loaded is labelled as such.
| Target | Files | Check |
|---|---|---|
| Godot 4 TileSet | PNG · nerulio-tileset.json · nerulio_tileset_import.gd | Verified Godot 4.7.2The included import script builds the TileSet with terrain peering bits; a map painted with set_cells_terrain_connect equals the Studio preview in every cell on 9 corpus sheets. |
| Tiled | .tsx Wang set · sample.tmx | Verified Tiled 1.12.2Tiled's own readers load every Wang ID as written and the sample map renders pixel-exact. The terrain brush itself was not driven. |
| Unity 6 Rule Tile | nerulio-ruletile.json · Editor/NerulioRuleTileImporter.cs | Verified Unity 6000.5.3f1 + 2D Tilemap Extras 8.0.3Blob and side sets: a painted Tilemap shows the predicted sprite in every cell. Corner / dual-grid sets are not exported to Unity. |
| LDtk | .ldtk (1.5.3) · rules · sample level | Partly verified LDtk 1.5.3 schema + loaderAccepted by the LDtk JSON schema and its official loader, and the rules re-run to the exported tiles; not opened in the LDtk app. |
Evidence
Layouts identified from the pixels alone on the tile corpus: 4 blob-47 templates and 2 Wang templates with high confidence, a real 64 px cave tileset with medium confidence — every tile's bits right. Godot 4.7.2 painted every test cell exactly as the Studio predicted (485/485 per blob set, 251/251 on a 4-terrain dual-grid pack); Tiled 1.12.2 read every Wang ID back; Unity 6000.5 matched on every painted cell of the blob and side sets.
Limits
- Tiled's terrain brush, the LDtk app and Godot's editor painter were not driven; the checks use the engines' readers and set_cells_terrain_connect.
- Unity gets blob and side sets only; several terrains become several Rule Tiles with no transitions between them.
- Isometric and hex tiles, animated tiles, occlusion and navigation layers are out of scope.
- Suggesting bits without a known layout needs a reference "full" tile; on side-only path templates the guess can fail until you select it.
Classic tool
Seamless-texture checks, edge extrusion of a finished tileset and a ZIP of single tile PNGs are still in the classic Tile Lab.
Open the classic tool →Questions
My sheet is not one of the known layouts. Can I still use it?
Yes. Paint the bits with the Bits tool, or let the Studio suggest them from the pixels (as a preview you accept).
Does the Godot export include the terrain peering bits?
Yes. The included import script builds the TileSet with every tile's terrain peering bits, and the result was painted in Godot 4.7.2.
Is it free, and do I need an account?
Everything on these pages is free and works without an account. There is no watermark and no export that is held back.
Are my sprites uploaded?
No. The Studio decodes, packs and exports in this browser tab. Projects are autosaved in the browser (IndexedDB) and can be saved as a .nerulio file.
Does it need Aseprite or an engine plugin installed?
No. .aseprite files are read and written in the browser, and each engine bundle carries what that engine needs (for Godot, the import settings and scene; for Unity and the Godot TileSet, a small editor script).