Sprite FusionSprite Fusion
Tilemap EditorEditor

Tile Attributes

Add custom tile data in Sprite Fusion, choose between Per-tile and per-tile instance attributes, and understand export support.

TL;DR

  • Use Attributes to attach custom data to tiles
  • Attributes are key/value pairs. Values can be strings, numbers, or booleans
  • Per-tile attribute = set at the tileset level - recommended
  • Per-tile instance attributes = set at the individual tile level - best for custom engines

What Attributes Are

Attributes are custom data stored on tiles.

Use them for gameplay or runtime metadata:

  • health: 10
  • isDangerous: true
  • type: "water"
  • spawn: "enemy"

Supported value types:

TypeExample
Stringtype: "lava"
Numberdamage: 25
BooleanisSolid: false

Attribute keys must be unique on the same tile.

Two Attribute Modes

Sprite Fusion has two attribute modes. You can switch mode in the project settings

ModeWhere you editBehavior
Per-tile attributesTileset panelEvery placement of that tile shares the same attributes.
Per-tile instance attributesMap editorEach placed tile can have its own attributes.

Per-tile Attributes

Per-tile attributes are the default mode.

You set the attributes on the tileset tile. Every time that tile is placed on the map, it carries those attributes.

Best for:

  • Collision categories
  • Terrain tags
  • Hazard markers
  • Spawn markers
  • Engine exports

In this mode, changing the attributes of a tileset tile also updates matching placed tiles on the map.

Per-tile Instance Attributes

Per-tile instance attributes let different placements of the same tile hold different data.

Use this when the same tile graphic can mean different things depending on where it is placed.

Best for:

  • Custom JSON pipelines
  • Per-object values
  • One-off markers
  • Runtime data that only your game understands

This mode is more flexible, but most strict engine exports do not support it.

Export Behavior

Per-tile attributes are the safest option and per-tile instance attributes are only recommended for custom engine usage.

ExportAttribute behavior
UnityPer-tile attributes only.
Godot 4Per-tile attributes as TileSet custom data.
Godot 3Per-tile attributes through tile_data.json.
DefoldPer-tile attributes through tile_data.json.
TMX, Phaser, GDevelop, CocosPer-tile attributes as Tiled tile properties.
Love2DPer-tile attributes through Tiled/Lua data.
UVTTPer-tile attributes through tile_data.json.
Sprite Fusion JSONPreserves native attribute data.
BevySupports attributes through Sprite Fusion JSON and the Bevy plugin workflow.
PNG, GB StudioAttributes are not exported.

Best Practice

Use Per-tile attributes by default.

Only enable per-tile instance attributes when your export target can consume them, or when you are using Sprite Fusion JSON with your own engine.

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