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2 changes: 1 addition & 1 deletion automated_updates_data.json
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@@ -1,5 +1,5 @@
{
"last_automated_updates_commit": "6a91e8b6fa95cbd044cbd768ef8cf34c0f952015",
"last_automated_updates_commit": "9d24f8e95f110342479c25fcc04557abd11eaa14",
"last_improved_things": [
{
"date": "2026-02-16",
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1 change: 1 addition & 0 deletions docs/gdevelop5/interface/scene-editor/index.md
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Expand Up @@ -50,6 +50,7 @@ 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 toggle the **visibility** of the selected instance(s) so they start **hidden when the scene starts**. This is convenient for instances used as guides while designing the level, or that you want to show later through events (using the *Show* action). Hidden instances stay visible while editing 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.
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8 changes: 8 additions & 0 deletions docs/gdevelop5/objects/tilemap/index.md
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Expand Up @@ -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)).

### Enable collisions directly on the object

The Tilemap object can generate its own collision mask: enable the **Enable collision** property in the object's **Collision** settings. When you only need a single kind of obstacle, this avoids setting up a separate collision mask object. Use the **Class filter** property to keep only the tiles whose "Class" (set in Tiled 1.9+) matches, exactly like the collision mask object described below.

### Generating tilemap collision masks automatically

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

## Modify tiles at runtime

The tiles of an External Tilemap can be read and modified while the game is running. Actions, conditions and expressions let you get or set the tile at a given scene position or grid coordinates, flip tiles, remove tiles and change the grid size. Tiles are referenced by their id, and helper expressions convert between scene coordinates and grid column/row coordinates.

## Reference

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