Jaconir
Studio-Grade Developer Tool

Bitmask Autotile Generator for Godot & Unity

Turn a single tile into a seamless 47-tile Autotile bitmask set with a live testing canvas.

Live Testing Canvas

Left Click: Paint | Right Click: Erase

Upload to Test

Paint directly on this grid after uploading your tile.

Generated 47-Tile Sheet

256x192 px · click a tile to inspect
Waiting for source assets...

Tile inspector

Click a tile on the generated sheet

Generate a sheet to inspect tiles.

Generation statistics

Tile count

47

Tile size

32px

Template

47 Blob

Export format

PNG + JSON

Sheet

256×192

Validation

Pending

Validation

Incomplete — upload center tile

  • Missing center tile — required for generation
  • Missing edge tile — edges fall back to center
  • Missing outer corner — corners fall back to center
  • Missing inner corner — optional for some styles

Export center

Production-ready formats for your pipeline

Optimization panel

Ready for production · NO

Generated tiles

47

Unused area

2%

Padding

0 px (tight sheet)

Grid

8×6

Engine compatibility

Import with confidence

Godot

Supported
Exports
TileSet · Terrain
Setup time
~5 min
Difficulty
Easy

Import PNG + Godot JSON mapping

Unity

Supported
Exports
RuleTile
Setup time
~10 min
Difficulty
Medium

PNG + RuleTile mapping JSON

Tiled

Supported
Exports
TSX tileset
Setup time
~3 min
Difficulty
Easy

Load TSX next to PNG

LDtk

Supported
Exports
Tileset JSON
Setup time
~5 min
Difficulty
Easy

Point tileset path at PNG

Integration guide

  1. 1

    Export PNG sheet + Godot metadata JSON

  2. 2

    Import PNG as Texture2D (Nearest filter)

  3. 3

    Create TileSet → add atlas with tile size

  4. 4

    Apply bitmask mapping from JSON / paint terrains

Input vs output

Drag to compare source tile and generated atlas

Generate a sheet to compare
Upload center tile
InputOutput

Professional best practices

Tile Padding

Keep 0–1px between cells if your importer adds margins; avoid bleed into neighbours.

Bleeding

Match edge colours or extrude 1px when using bilinear filtering in-engine.

Pixel Perfect

Use Point / Nearest filtering and integer camera zoom for crisp autotiles.

Power of Two

Prefer 16/32/64 source tiles so the 8×6 sheet stays GPU-friendly.

Atlas Size

Sheet is tileSize×8 by tileSize×6 — keep under your engine max texture size.

Continue your game dev workflow

Idea → level → art → collision → audio → progression

Frequently asked questions

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