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Fix grammar in Using tilesets #10360

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Dec 1, 2024
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6 changes: 3 additions & 3 deletions tutorials/2d/using_tilesets.rst
Original file line number Diff line number Diff line change
Expand Up @@ -168,7 +168,7 @@ sounds), particle effects, and more.
Scene tiles come with a greater performance overhead compared to atlases, as
every scene is instanced individually for every placed tile.

It's recommended to use only scene tiles when necessary. To draw sprites in a
It's recommended to only use scene tiles when necessary. To draw sprites in a
tile without any kind of advanced manipulation,
:ref:`use atlases instead <doc_creating_tilesets_using_tilesheet>`.

Expand Down Expand Up @@ -257,7 +257,7 @@ TileSet resource, choose **Merge (Keep Original Atlases)** instead.
Adding collision, navigation and occlusion to the TileSet
---------------------------------------------------------

We've now successfully created a basic TileSet. We could start using in the
We've now successfully created a basic TileSet. We could start using it in the
TileMapLayer node now, but it currently lacks any form of collision detection.
This means the player and other objects could walk straight through the floor or
walls.
Expand Down Expand Up @@ -436,7 +436,7 @@ corners or edges of platforms, floors, etc. While these can be placed manually,
this quickly becomes tedious. Handling this situation with procedurally
generated levels can also be difficult and require a lot of code.

Godot offers *terrains* to perform this kind of tile connections automatically.
Godot offers *terrains* to perform this kind of tile connection automatically.
This allows you to have the "correct" tile variants automatically used.

Terrains are grouped into terrain sets. Each terrain set is assigned a mode from
Expand Down