A downloadable tool for Windows, macOS, and Linux

Buy Now$10.00 USD or more

Smart Tilemap 2D is a simple Pathfinding System for Godot's Tilemaps. It gives you intelligent straight and diagonal navigation for 2D Games. Works for RPG's, Strategy games, Board Games etc...all genres where levels are created using Tilemaps.

All details are well documented

Tile Costs can be easily defined with integrated Tile Editor. F.I.: Mud tiles are heavier to pass than grass tiles, or brick tiles are not walkable at all. Always the fastest way will be found. 

Avoiding Obstacles automatically by collision checking during path calculation. Diagonals deactivated in this example, so only straight paths will be searched:

Turn Costs can be set to reduce ZIG-ZAG results, that would appear with unmodified A* search algorithms. This results in a more plausible movement:

Left:    Turn Costs 0
Right: Turn Costs 1

High Performance C++ code, used for the search algorithm. Optimized for tile navigation. Results will appear immediately. No need to compile anything, ready for exporting the game.

Comparison by godot3-bunnymark:

Language Bunnies Rendered
GDScript (Release) 18560
C#/Mono 27555
GDNative (C++) 37480


  • Runs on Godot 3.2. or higher
  • Supported platforms: Linux, Windows, Mac, iOS, Android
  • Documentation
  • Support: info [at] rebound-games [dot] com
  • 3 Demos included in the package


PlatformsWindows, macOS, Linux
PublisherRebound Games
Release date Mar 19, 2020
AuthorRebound Games
GenreRole Playing
Made withGodot
Tags2D, assets, gdscript, godot, navigation, pathfinding, plugin, Tilemap based tools, tool


Buy Now$10.00 USD or more

In order to download this tool you must purchase it at or above the minimum price of $10 USD. You will get access to the following files:

smart-tilemap-2d-win-osx-linux.zip 83 MB
Version 3


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Im working on a turn based game, and it would be really useful to have a function like follow() that only moves one tile along the path, unless that already exists and im not seeing it.

Hi, follow is one of the basic functions. Take a look at Demo2 or Demo3.
Documentation - General Workflow down at the bottom. Or here is API reference:

(1 edit)

Did not realize that set_path returns a vector2 array, makes much more sense in hindsight lol. Awesome plugin, works great!

(3 edits)

Hi, seems like this pathfinder has issues when requesting impossible paths. The first time I request an impossible path, the character pathfinds back to the start location and then makes a direct line to the destination, through any obstacles (see screenshot). If I request another impossible path after that, the game freezes.

(1 edit)

Hi, thanks for this finding. Which Godot Version do you use?

Issue is fixed, update pushed

I've run into a problem with this tool: Whenever I attempt to change scenes while a SmartTilemap2D is active, Godot v3.2 quits out completely without error message. This happens in the editor and when running the game as a Windows .exe file.

After hours of testing, I'm currently able to get around the issue by using the following code in response to a signal (from the parent of the SmartTilemap2D node, where smart_tile is the SmartTilemap2D):

func _on_Goal_change_scene():

I didn't see anything in the documentation regarding special considerations for changing scenes. Is this a known issue?


Hi, thank you for the finding. I'm going to check this and will get back to you.
Best, Michael


Update pushed. This issue is fixed

Thanks, I'll give it a shot!

Got a chance to put a test project together, and I can confirm. Thanks again!

(1 edit)

This looks like a nice alternative to figuring out A* for a relative beginner like me, but I'm  trying to complete a commercial project. Is this essentially CC0, or do you require a specific form of attribution or something?

Looking through similar items, it looks like the MIT license is standard. Is it safe to assume Smart Tilemap is operating under the MIT license?


Hi, of course you can do commercial games with it. If you buy it, it's yours.

Thanks! It's turned out to be a wonderful solution to my pathfinding problem.


Happy to hear that!

(1 edit)

hi, i implemented your solution and it is definitely a huge improvement to Godot's wonky Navigation2D system! i however wondered if there is a easy way to check for impossible paths as shown in the second picture:

Hi, thanks for the feedback, and also for this finding. I'm going to push an update very soon, considering impossible paths.
Best, Michael

Update pushed. Impossible tiles are now treated like not walkable tiles. This means the current path simply doesn't change. Therefore pathfollowing can also continue, if it is processing.

Best, Michael

For feature requests, please add your comments here. Thank you!