Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion automated_updates_data.json
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
{
"last_automated_updates_commit": "6a91e8b6fa95cbd044cbd768ef8cf34c0f952015",
"last_automated_updates_commit": "b1e60169e4f6afdbc23372fd4ef5cbfb8fbd2d7e",
"last_improved_things": [
{
"date": "2026-02-16",
Expand Down
2 changes: 2 additions & 0 deletions docs/gdevelop5/interface/scene-editor/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -50,6 +50,8 @@ Another method to unlock an instance is finding the instance on the [instance pa
9. **Rotation:** instance's angle on the scene, more axis are visible for 3D objects
10. **Animation:** displays and modifies instance's animation

You can also make an instance **hidden when the scene starts** using the visibility toggle in the panel. This is useful for objects that should only be shown later through events, without having to hide them manually at the beginning of the scene.


All objects share common properties (as well as common actions and conditions in events). **You can [learn about these here](/gdevelop5/objects/base_object)**.
* Some objects can also have special properties. For example, a [Sprite object](/gdevelop5/objects/sprite) allow you to set the initial animation of each instance on the scene (the default animation being the first). Read about [objects](/gdevelop5/objects) to see all the objects that you can use in GDevelop.
Expand Down
10 changes: 10 additions & 0 deletions docs/gdevelop5/objects/tilemap/index.md
Original file line number Diff line number Diff line change
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 collision directly on the tile map

The tile map object can generate its own collision mask. Turn on the **Enable collision** property in the object settings to have hitboxes created for its tiles. Use the **Class filter** property to only build hitboxes for the tiles that share a given class (set in Tiled 1.9+ with the "Class" field), leaving it empty to use every tile.

This is convenient when a single collision mask is enough. To handle several kinds of collision at once (for example platforms, ladders and jumpthrus in the same map), use one **Tilemap collision mask** object per kind as described below.

### Generating tilemap collision masks automatically

!!! warning
Expand Down Expand Up @@ -213,6 +219,10 @@ In GDevelop, you can choose the speed of the animation(s) of the Tilemap, which

![](pasted/20210104-112229.png)

## Modify the tile map at runtime

Tiles can be read and changed while the game is running: you can get or set the tile at given scene or grid coordinates, flip tiles, remove them and change the grid size. This makes it possible to build or alter levels dynamically through events.

## Reference

All actions, conditions and expressions are listed in [the tilemap reference page](/gdevelop5/all-features/tilemap/reference/).