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Fix grammar in Using tilesets (#10360)
* Update using_tilesets.rst
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tutorials/2d/using_tilesets.rst

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@@ -168,7 +168,7 @@ sounds), particle effects, and more.
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Scene tiles come with a greater performance overhead compared to atlases, as
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every scene is instanced individually for every placed tile.
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It's recommended to use only scene tiles when necessary. To draw sprites in a
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It's recommended to only use scene tiles when necessary. To draw sprites in a
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tile without any kind of advanced manipulation,
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:ref:`use atlases instead <doc_creating_tilesets_using_tilesheet>`.
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@@ -257,7 +257,7 @@ TileSet resource, choose **Merge (Keep Original Atlases)** instead.
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Adding collision, navigation and occlusion to the TileSet
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---------------------------------------------------------
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We've now successfully created a basic TileSet. We could start using in the
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We've now successfully created a basic TileSet. We could start using it in the
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TileMapLayer node now, but it currently lacks any form of collision detection.
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This means the player and other objects could walk straight through the floor or
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walls.
@@ -436,7 +436,7 @@ corners or edges of platforms, floors, etc. While these can be placed manually,
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this quickly becomes tedious. Handling this situation with procedurally
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generated levels can also be difficult and require a lot of code.
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Godot offers *terrains* to perform this kind of tile connections automatically.
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Godot offers *terrains* to perform this kind of tile connection automatically.
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This allows you to have the "correct" tile variants automatically used.
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Terrains are grouped into terrain sets. Each terrain set is assigned a mode from

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