From 2d98bcb62dd479e6169a74ed04c3b7a3442e3741 Mon Sep 17 00:00:00 2001 From: 4ian <1280130+4ian@users.noreply.github.com> Date: Wed, 29 Jul 2026 09:06:24 +0000 Subject: [PATCH] [Auto] [Update] Documented External Tilemap object collisions and in-game tile editing at runtime --- automated_updates_data.json | 2 +- docs/gdevelop5/objects/tilemap/index.md | 8 ++++++++ 2 files changed, 9 insertions(+), 1 deletion(-) diff --git a/automated_updates_data.json b/automated_updates_data.json index 2fa8e494dbb..e32679a4cf2 100644 --- a/automated_updates_data.json +++ b/automated_updates_data.json @@ -1,5 +1,5 @@ { - "last_automated_updates_commit": "6a91e8b6fa95cbd044cbd768ef8cf34c0f952015", + "last_automated_updates_commit": "9ef4a53e6a9b351618a1e60a99f7d7f4baf36361", "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..513981751b4 100644 --- a/docs/gdevelop5/objects/tilemap/index.md +++ b/docs/gdevelop5/objects/tilemap/index.md @@ -128,6 +128,10 @@ 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)). +### Enabling collisions on the object + +Collisions can be enabled directly on the External Tilemap object with the **Enable collision** property. Use the **Class filter** property to only generate hitboxes for the tiles that have a matching "Class" set in Tiled (1.9+), for example to keep only the platforms. To handle several kinds of obstacles (platforms, ladders, jumpthru...) at once, use a separate **Tilemap collision mask** object per kind, as described below. + ### Generating tilemap collision masks automatically !!! warning @@ -213,6 +217,10 @@ In GDevelop, you can choose the speed of the animation(s) of the Tilemap, which ![](pasted/20210104-112229.png) +## Manipulate tiles in-game + +Tiles of an External Tilemap can be read and changed in-game through actions and conditions: read or replace the tile at a scene position or at grid coordinates, flip tiles, remove tiles, or resize the grid. This makes it possible to build or alter levels while the game is running, just like with the [integrated Tilemap object](/gdevelop5/objects/simple_tilemap). + ## Reference All actions, conditions and expressions are listed in [the tilemap reference page](/gdevelop5/all-features/tilemap/reference/).