Question: I don't find a way to use [this sort of images](https://i.stack.imgur.com/CEm72.jpg) as tile set for my games. 
Is there a way to do it, or should I add all object I want one by one ?

I tried to add a new Grid Tile Set then a Single Tile Group, but if I try to use this in a Tile Map Node, it will use all the image as texture for one block.

I don't know if it's possible, but if you can help me, I would be grateful.

Answer: 
Unfortunately you will have to separate the image into smaller images manually..

The functionality you want just doesn't exist.
You can use your image as a texture atlas, but you will not be able to use `SKTextureAtlas`, you will have to break them out your self.

If you look at SKTexture, you have an init called `init(rect: CGRect, in: SKTexture)`. This will create a new SKTexture object for you, while still referencing the texture memory space of the original texture. You are just going to have to use something like a plist to load in all of the `CGRRect` info to create this atlas.

Example:

```
let textureAtlas = SKTexture(imageNamed:"CEm72.png")  //I convert your jpg to png somehow
let rectDarkKnight = CGRect(x:0,y:96,width:32,height:32)
let texDarkKnight = SKTexture.init(rect: rectDarkKnight, in: textureAtlas)

```