From 252c839d87cd5f81a34b3f2081197c1dab3eb210 Mon Sep 17 00:00:00 2001 From: 4ian <1280130+4ian@users.noreply.github.com> Date: Thu, 23 Jul 2026 09:02:00 +0000 Subject: [PATCH] [Auto] [Update] Document runtime tile editing and built-in collisions for External Tilemap object --- automated_updates_data.json | 2 +- docs/gdevelop5/objects/tilemap/index.md | 10 ++++++++++ 2 files changed, 11 insertions(+), 1 deletion(-) diff --git a/automated_updates_data.json b/automated_updates_data.json index 2fa8e494dbb..94a290e8e2e 100644 --- a/automated_updates_data.json +++ b/automated_updates_data.json @@ -1,5 +1,5 @@ { - "last_automated_updates_commit": "6a91e8b6fa95cbd044cbd768ef8cf34c0f952015", + "last_automated_updates_commit": "a462fa46cc82cd47d3b73dc619739a39e52894d7", "last_improved_things": [ { "date": "2026-02-16", diff --git a/docs/gdevelop5/objects/tilemap/index.md b/docs/gdevelop5/objects/tilemap/index.md index 07ad41e657a..f09e890ea69 100644 --- a/docs/gdevelop5/objects/tilemap/index.md +++ b/docs/gdevelop5/objects/tilemap/index.md @@ -178,6 +178,16 @@ Hide the invisible obstacles/platforms at the start of the scene using events: You can also put these objects on a separate layer in GDevelop and hide the layer. +### Generate collisions directly on the tilemap object + +Instead of using a separate **Tilemap collision mask** object, collisions can also be generated directly on the External Tilemap object by enabling the **Enable collision** property. The **Class filter** property works the same way as for the collision mask object: leave it empty to create hitboxes for every tile, or set it to a Tiled "Class" value to only keep the matching tiles. + +## Manipulate tiles in-game + +Tiles can be read and modified while the game is running through actions, conditions and expressions: get or set the tile at a given position (in scene coordinates or grid coordinates), remove a tile, flip tiles horizontally or vertically, and change the grid size of the map. This makes it possible to build or alter levels dynamically. + +Each tile in the tileset has an identifier used by these actions. See the [integrated Tilemap object](/gdevelop5/objects/simple_tilemap) for an explanation of how tile identifiers are computed. + ## Choose between a bundled or external tileset Tiled allows to embed the tileset data in the Tilemap JSON file. This is done by default when **Embed in map** is checked when creating a new tileset in Tiled, when editing a map. This is well supported by GDevelop, which will detect that there is a tileset in the Tilemap JSON file and load it.