export_tileset
Lay finished tiles out as a tileset a game engine imports, and return a download link to the zip.
A deterministic file operation: no model runs and no Creative Units are spent. The tiles are
used as they are stored, each placed by where it stands on its grid (recorded when it was made
with `tile_grid`), so they line up on the engine's own isometric, hex or square grid without
any adjustment. Facings of one subject are named after it (`tower_0`, `tower_90`) and carry
their subject and facing as tile properties. The zip holds a README with the engine's import
steps and the grid settings the map needs. Use `pack_sprite_sheet` instead for a single sheet
image on the board.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
file_idsrequired | string (uuid)[] | — | The tiles, in the order the tileset lists them: workspace file ids of tiles made with `tile_grid`, or of tileable textures of one size, generated with `tileability` (in chat, `make_tileable` also makes an uploaded texture one). Every tile must share one grid. |
enginerequired | enum | — | TILED: a .tsx tileset of one image per tile with an example .tmx map. GODOT: a Godot 4 TileSet .tres over one atlas. UNITY: one atlas with the .meta that slices it into pivoted sprites. JSON: one atlas with a TexturePacker JSON (hash) description, for PixiJS, Phaser, Cocos and similar. One of: TILED, GODOT, UNITY, JSON |
padding | integer0–32 | 2 | Transparent pixels between tiles on an atlas. Ignored for TILED, which keeps one image per tile. |
name | string0–120 chars | — | Name of the tileset: the zip's folder and every file in it. |
workspace_idrequired | string (uuid) | — | The user's workspace id. |