{"id":535,"date":"2026-02-16T16:37:19","date_gmt":"2026-02-16T16:37:19","guid":{"rendered":"https:\/\/sites.wsagames.com\/et4g23-yr3\/?p=535"},"modified":"2026-02-24T15:42:20","modified_gmt":"2026-02-24T15:42:20","slug":"tile-sets-and-tile-maps","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/et4g23-yr3\/2026\/02\/16\/tile-sets-and-tile-maps\/","title":{"rendered":"Tile sets and Tile maps"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Tile sets and Tile maps are a method used to quickly iterate and design levels, which is particularly important for a platformer where these levels will constantly be changing.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I did further research on this in the following post, last semester:<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-wp-embed is-provider-e-jay-tripoli wp-block-embed-e-jay-tripoli\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"wp-embedded-content\" data-secret=\"cjVfRmQDR7\"><a href=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/2026\/01\/09\/week-11-development-research\/\">Week 11 &#8211; Level Design Research<\/a><\/blockquote><iframe class=\"wp-embedded-content\" sandbox=\"allow-scripts\" security=\"restricted\" style=\"position: absolute; visibility: hidden;\" title=\"&#8220;Week 11 &#8211; Level Design Research&#8221; &#8212; E-Jay Tripoli\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/2026\/01\/09\/week-11-development-research\/embed\/#?secret=gigDfIotGQ#?secret=cjVfRmQDR7\" data-secret=\"cjVfRmQDR7\" width=\"500\" height=\"282\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" scrolling=\"no\"><\/iframe>\n<\/div><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">Testing Unity&#8217;s Tile map feature<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Unity has a built-in tile map feature which is a lot simpler than a third party software called <strong><a href=\"https:\/\/www.mapeditor.org\/\">Tiled<\/a><\/strong>. This software allows for much more complex rules than Unity&#8217;s built-in feature but is in-turn a lot harder to use and understand. So for now, I will use Unity&#8217;s Tile Map feature.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Using a free tile set I found on <a href=\"https:\/\/maaot.itch.io\/mossy-cavern\">itch<\/a> (For a temporary placeholder), I created a new Tile Map Rule gameobject in Unity:<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img fetchpriority=\"high\" decoding=\"async\" width=\"1024\" height=\"1024\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-11-1024x1024.png\" alt=\"\" class=\"wp-image-547\" srcset=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-11-1024x1024.png 1024w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-11-300x300.png 300w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-11-150x150.png 150w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-11-768x768.png 768w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-11-1536x1536.png 1536w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-11.png 1850w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">Implementing this into my game<\/h3>\n\n\n\n<figure data-wp-context=\"{&quot;imageId&quot;:&quot;6aca2f16433ae&quot;}\" data-wp-interactive=\"core\/image\" data-wp-key=\"6aca2f16433ae\" class=\"wp-block-image size-large wp-lightbox-container\"><img decoding=\"async\" width=\"1024\" height=\"514\" data-wp-class--hide=\"state.isContentHidden\" data-wp-class--show=\"state.isContentVisible\" data-wp-init=\"callbacks.setButtonStyles\" data-wp-on--click=\"actions.showLightbox\" data-wp-on--load=\"callbacks.setButtonStyles\" data-wp-on--pointerdown=\"actions.preloadImage\" data-wp-on--pointerenter=\"actions.preloadImageWithDelay\" data-wp-on--pointerleave=\"actions.cancelPreload\" data-wp-on-window--resize=\"callbacks.setButtonStyles\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-1024x514.png\" alt=\"\" class=\"wp-image-536\" srcset=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-1024x514.png 1024w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-300x150.png 300w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-768x385.png 768w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-1536x770.png 1536w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image.png 1918w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><button\n\t\t\tclass=\"lightbox-trigger\"\n\t\t\ttype=\"button\"\n\t\t\taria-haspopup=\"dialog\"\n\t\t\tdata-wp-bind--aria-label=\"state.thisImage.triggerButtonAriaLabel\"\n\t\t\tdata-wp-init=\"callbacks.initTriggerButton\"\n\t\t\tdata-wp-on--click=\"actions.showLightbox\"\n\t\t\tdata-wp-style--right=\"state.thisImage.buttonRight\"\n\t\t\tdata-wp-style--top=\"state.thisImage.buttonTop\"\n\t\t>\n\t\t\t<svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"12\" height=\"12\" fill=\"none\" viewBox=\"0 0 12 12\">\n\t\t\t\t<path fill=\"#fff\" d=\"M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z\" \/>\n\t\t\t<\/svg>\n\t\t<\/button><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">With this gameobject, I created rules for the tile map to follow (As seen on the right side on the screen) so I can auto-tile the levels as I design them. The rules that Unity allow me to create are based on immediate proximity, which are notated as ticks or crosses. Ticks being where there <strong>must <\/strong>be a tile and crosses where there <strong>must not <\/strong>be a tile. I must create a rule for each tile on the tile set so that the tile map knows what tile to place when I create a level.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">However, at first there were definitely some bugs:<\/p>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-794e3cfa wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure data-wp-context=\"{&quot;imageId&quot;:&quot;6aca2f1643871&quot;}\" data-wp-interactive=\"core\/image\" data-wp-key=\"6aca2f1643871\" class=\"wp-block-image aligncenter size-full is-resized wp-lightbox-container\"><img decoding=\"async\" width=\"309\" height=\"463\" data-wp-class--hide=\"state.isContentHidden\" data-wp-class--show=\"state.isContentVisible\" data-wp-init=\"callbacks.setButtonStyles\" data-wp-on--click=\"actions.showLightbox\" data-wp-on--load=\"callbacks.setButtonStyles\" data-wp-on--pointerdown=\"actions.preloadImage\" data-wp-on--pointerenter=\"actions.preloadImageWithDelay\" data-wp-on--pointerleave=\"actions.cancelPreload\" data-wp-on-window--resize=\"callbacks.setButtonStyles\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-3.png\" alt=\"\" class=\"wp-image-539\" style=\"width:178px;height:auto\" srcset=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-3.png 309w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-3-200x300.png 200w\" sizes=\"(max-width: 309px) 100vw, 309px\" \/><button\n\t\t\tclass=\"lightbox-trigger\"\n\t\t\ttype=\"button\"\n\t\t\taria-haspopup=\"dialog\"\n\t\t\tdata-wp-bind--aria-label=\"state.thisImage.triggerButtonAriaLabel\"\n\t\t\tdata-wp-init=\"callbacks.initTriggerButton\"\n\t\t\tdata-wp-on--click=\"actions.showLightbox\"\n\t\t\tdata-wp-style--right=\"state.thisImage.buttonRight\"\n\t\t\tdata-wp-style--top=\"state.thisImage.buttonTop\"\n\t\t>\n\t\t\t<svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"12\" height=\"12\" fill=\"none\" viewBox=\"0 0 12 12\">\n\t\t\t\t<path fill=\"#fff\" d=\"M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z\" \/>\n\t\t\t<\/svg>\n\t\t<\/button><figcaption class=\"wp-element-caption\">Seen here<\/figcaption><\/figure>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure data-wp-context=\"{&quot;imageId&quot;:&quot;6aca2f1643ee9&quot;}\" data-wp-interactive=\"core\/image\" data-wp-key=\"6aca2f1643ee9\" class=\"wp-block-image size-full wp-lightbox-container\"><img loading=\"lazy\" decoding=\"async\" width=\"383\" height=\"354\" data-wp-class--hide=\"state.isContentHidden\" data-wp-class--show=\"state.isContentVisible\" data-wp-init=\"callbacks.setButtonStyles\" data-wp-on--click=\"actions.showLightbox\" data-wp-on--load=\"callbacks.setButtonStyles\" data-wp-on--pointerdown=\"actions.preloadImage\" data-wp-on--pointerenter=\"actions.preloadImageWithDelay\" data-wp-on--pointerleave=\"actions.cancelPreload\" data-wp-on-window--resize=\"callbacks.setButtonStyles\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-2.png\" alt=\"\" class=\"wp-image-538\" srcset=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-2.png 383w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-2-300x277.png 300w\" sizes=\"(max-width: 383px) 100vw, 383px\" \/><button\n\t\t\tclass=\"lightbox-trigger\"\n\t\t\ttype=\"button\"\n\t\t\taria-haspopup=\"dialog\"\n\t\t\tdata-wp-bind--aria-label=\"state.thisImage.triggerButtonAriaLabel\"\n\t\t\tdata-wp-init=\"callbacks.initTriggerButton\"\n\t\t\tdata-wp-on--click=\"actions.showLightbox\"\n\t\t\tdata-wp-style--right=\"state.thisImage.buttonRight\"\n\t\t\tdata-wp-style--top=\"state.thisImage.buttonTop\"\n\t\t>\n\t\t\t<svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"12\" height=\"12\" fill=\"none\" viewBox=\"0 0 12 12\">\n\t\t\t\t<path fill=\"#fff\" d=\"M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z\" \/>\n\t\t\t<\/svg>\n\t\t<\/button><\/figure>\n<\/div>\n<\/div>\n\n\n\n<p class=\"wp-block-paragraph\">This was due to the fact that rules would override one-another depending on how high they were in the Tiling Rules list (As these rules were checked for first) , so I also had to think about the order of the rules and how they would effect one another.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A general rule of thumb that I found was that the more complex the rules are, the higher they should be in the list (So that these rules were checked for before others)<\/p>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-794e3cfa wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure class=\"wp-block-image aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"413\" height=\"753\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-4.png\" alt=\"\" class=\"wp-image-540\" srcset=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-4.png 413w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-4-165x300.png 165w\" sizes=\"(max-width: 413px) 100vw, 413px\" \/><figcaption class=\"wp-element-caption\">Top of the list<\/figcaption><\/figure>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure class=\"wp-block-image aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"412\" height=\"748\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-5.png\" alt=\"\" class=\"wp-image-541\" srcset=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-5.png 412w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-5-165x300.png 165w\" sizes=\"(max-width: 412px) 100vw, 412px\" \/><figcaption class=\"wp-element-caption\">Bottom of the list<\/figcaption><\/figure>\n<\/div>\n<\/div>\n\n\n\n<p class=\"wp-block-paragraph\">After implementing these changes, the level now looks like this:<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"656\" height=\"462\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-6.png\" alt=\"\" class=\"wp-image-542\" srcset=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-6.png 656w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-6-300x211.png 300w\" sizes=\"(max-width: 656px) 100vw, 656px\" \/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">Potential Issues I Found<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">One issue that I found is the tiles&#8217; collision, these tiles&#8217; geometry isn&#8217;t straight and will effect the player. The tile gameobject also doesn&#8217;t accept a boxcollider2D to make the collision straight.<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"757\" height=\"177\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-7.png\" alt=\"\" class=\"wp-image-543\" srcset=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-7.png 757w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-7-300x70.png 300w\" sizes=\"(max-width: 757px) 100vw, 757px\" \/><figcaption class=\"wp-element-caption\">Using a Composite collider 2D<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"756\" height=\"203\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-8.png\" alt=\"\" class=\"wp-image-544\" srcset=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-8.png 756w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-8-300x81.png 300w\" sizes=\"(max-width: 756px) 100vw, 756px\" \/><figcaption class=\"wp-element-caption\">Increasing the distance from edge to edge (Still not straight)<\/figcaption><\/figure>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-794e3cfa wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"290\" height=\"211\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-13.png\" alt=\"\" class=\"wp-image-551\" \/><\/figure>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<p class=\"has-text-align-center wp-block-paragraph\">This caused the player collision to look like this, where the player would sit on top of the tile entirely, instead of there being a small natural overlap.<\/p>\n<\/div>\n<\/div>\n\n\n\n<p class=\"wp-block-paragraph\">The only way I found to fix this was to have two separate tiles, one for the visuals and one for the collision:<\/p>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-794e3cfa wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure class=\"wp-block-image aligncenter size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"250\" height=\"149\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-9.png\" alt=\"\" class=\"wp-image-545\" style=\"width:288px;height:auto\" \/><figcaption class=\"wp-element-caption\">White section is the other tile gameobject for collision<\/figcaption><\/figure>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure class=\"wp-block-image aligncenter size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"217\" height=\"129\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/02\/image-10.png\" alt=\"\" class=\"wp-image-546\" style=\"width:288px;height:auto\" \/><figcaption class=\"wp-element-caption\">Hiding the collision gameobject<\/figcaption><\/figure>\n<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Tile sets and Tile maps are a method used to quickly iterate and design levels, which is particularly important for a platformer where these levels will constantly be changing. I did further research on this in the following post, last semester: Testing Unity&#8217;s Tile map feature Unity has a built-in tile map feature which is [&hellip;]<\/p>\n","protected":false},"author":28,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[27,28],"tags":[],"class_list":["post-535","post","type-post","status-publish","format-standard","hentry","category-semester-2","category-sprint-1"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/posts\/535","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/users\/28"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/comments?post=535"}],"version-history":[{"count":5,"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/posts\/535\/revisions"}],"predecessor-version":[{"id":566,"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/posts\/535\/revisions\/566"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/media?parent=535"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/categories?post=535"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/tags?post=535"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}