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2 changes: 1 addition & 1 deletion automated_updates_data.json
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{
"last_automated_updates_commit": "6a91e8b6fa95cbd044cbd768ef8cf34c0f952015",
"last_automated_updates_commit": "17c9c604b239fe30259eb3573f7ddac1a860881b",
"last_improved_things": [
{
"date": "2026-02-16",
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10 changes: 10 additions & 0 deletions docs/gdevelop5/objects/tilemap/index.md
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Expand Up @@ -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
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![](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/).