Purpose
The objective of this feature is to expand the MonoGame.Extended.Tilemaps library to support Image Collection Tilesets.
Currently, the implementation expects a tileset to be backed by a single source texture (an atlas/spritesheet). This request aims to update the Content Pipeline to recognize and process tilesets where each tile points to an individual image file..
Motivation
Eliminating Manual Atlas Management: In the current state, developers are often forced to use external tools (like TexturePacker or Tiled's own export functions) to create a single spritesheet before MonoGame can read the map. If a single tile image changes or its dimensions vary, the developer has to re-pack the atlas and re-sync the coordinates. Supporting a "Collection of Images" allows for a "drop-in" workflow where individual assets are updated and reflected in the engine immediately.
Support for Non-Uniform Tile Sizes: Tiled’s "Collection of Images" mode is the standard way to handle "Object Tilesets" (like trees, rocks, or buildings) where each asset has unique dimensions. Because these don't fit into a standard grid-based spritesheet, the current MonoGame.Extended loader often fails or requires hacky workarounds to render them.
Feature Parity with Tiled: As MonoGame.Extended is the most prominent library for Tiled integration in the MonoGame ecosystem, supporting the full Tiled specification—including varied tileset types—is essential for keeping the toolset modern and competitive with engines like Godot or Unity.
Purpose
The objective of this feature is to expand the MonoGame.Extended.Tilemaps library to support Image Collection Tilesets.
Currently, the implementation expects a tileset to be backed by a single source texture (an atlas/spritesheet). This request aims to update the Content Pipeline to recognize and process tilesets where each tile points to an individual image file..
Motivation
Eliminating Manual Atlas Management: In the current state, developers are often forced to use external tools (like TexturePacker or Tiled's own export functions) to create a single spritesheet before MonoGame can read the map. If a single tile image changes or its dimensions vary, the developer has to re-pack the atlas and re-sync the coordinates. Supporting a "Collection of Images" allows for a "drop-in" workflow where individual assets are updated and reflected in the engine immediately.
Support for Non-Uniform Tile Sizes: Tiled’s "Collection of Images" mode is the standard way to handle "Object Tilesets" (like trees, rocks, or buildings) where each asset has unique dimensions. Because these don't fit into a standard grid-based spritesheet, the current MonoGame.Extended loader often fails or requires hacky workarounds to render them.
Feature Parity with Tiled: As MonoGame.Extended is the most prominent library for Tiled integration in the MonoGame ecosystem, supporting the full Tiled specification—including varied tileset types—is essential for keeping the toolset modern and competitive with engines like Godot or Unity.