From 5e2b600c15facaaaecfc2cdd737e68e2faa2dc0d Mon Sep 17 00:00:00 2001 From: 4ian <1280130+4ian@users.noreply.github.com> Date: Fri, 24 Jul 2026 09:00:52 +0000 Subject: [PATCH] [Auto] [Update] Document External Tilemap built-in collisions and runtime tile manipulation --- 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..919a4a1ed78 100644 --- a/automated_updates_data.json +++ b/automated_updates_data.json @@ -1,5 +1,5 @@ { - "last_automated_updates_commit": "6a91e8b6fa95cbd044cbd768ef8cf34c0f952015", + "last_automated_updates_commit": "17c9c604b239fe30259eb3573f7ddac1a860881b", "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..112f39cac2a 100644 --- a/docs/gdevelop5/objects/tilemap/index.md +++ b/docs/gdevelop5/objects/tilemap/index.md @@ -128,6 +128,12 @@ You can then click **Apply** and drag'n'drop the object on the scene if it's not A platformer game often needs different kind of objects like platforms, jumpthru or ladders. One collision mask should be created for each kind. The example in the following screenshots can be opened in the online editor ([open the project](https://editor.gdevelop.io/?project=example://platformer-with-tilemap)). +### Enable collisions directly on the object + +The **Enable collision** property, in the object properties, generates collision masks directly on the External Tilemap object, without needing a separate object. Use the **Class filter** property to only keep the tiles whose "Class" (set in Tiled 1.9+) matches, so a single behavior (like the platformer behavior) applies only to the relevant tiles. + +For more advanced setups, where several kinds of collisions (platforms, ladders, jumpthru...) are needed on the same map, use a **Tilemap collision mask** object per kind, as described below. + ### Generating tilemap collision masks automatically !!! warning @@ -213,6 +219,10 @@ In GDevelop, you can choose the speed of the animation(s) of the Tilemap, which ![](pasted/20210104-112229.png) +## Tile manipulation + +Tiles can be read and modified in-game through actions, conditions and expressions: read or set the tile at a given position or grid coordinates, flip tiles, remove tiles, and change the grid size. Changes made this way are applied to the object instance only and do not modify the original LDtk or Tiled file. + ## Reference All actions, conditions and expressions are listed in [the tilemap reference page](/gdevelop5/all-features/tilemap/reference/).