Walkthroughs / Tiny Glade / How Do Paths, Walls, and Roofs Auto-Connect?

How Do Paths, Walls, and Roofs Auto-Connect?

Use our Tiny Glade walkthrough for clear building workflows, useful controls, and creative layout tips to make polished scenes faster.

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How Do Paths, Walls, and Roofs Auto-Connect?

Tiny Glade is gridless, which means you are not snapping pieces to a strict tile map. Instead, the game does contextual cleanup for you (called auto-connect), so nearby walls, paths, and shapes adjust as you draw instead of staying as separate chunks.

Quick beginner term: a stroke is one continuous draw action. Draw a path through a building and Tiny Glade automatically makes a door. Path intersections can also create arch-style openings, especially with wall or fence setups, so you can sketch entrances quickly without carving each gap by hand.

For roofs and upper shapes, place your main structure first, then refine. Tiny Glade is roof-aware when touching shapes meet: snapped shapes can inherit a flat-roof state, and roof intersections get automatic connection detailing. Starting from a clear base shape usually gives cleaner results.

Fast control tips when snapping feels off

If a join looks odd, do a quick cleanup pass: undo, redraw with shorter strokes, and connect from a nearby endpoint instead of starting far away. If terrain is getting in the way, rough in the structure first and sculpt the ground after the silhouette feels right.

Best mindset: sketch first, polish second. Block in the big form, let the game handle tiny joins, then refine curve by curve.

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