diff --git a/automated_updates_data.json b/automated_updates_data.json index 2fa8e494dbb..f9152299870 100644 --- a/automated_updates_data.json +++ b/automated_updates_data.json @@ -1,5 +1,5 @@ { - "last_automated_updates_commit": "6a91e8b6fa95cbd044cbd768ef8cf34c0f952015", + "last_automated_updates_commit": "9d24f8e95f110342479c25fcc04557abd11eaa14", "last_improved_things": [ { "date": "2026-02-16", diff --git a/docs/gdevelop5/interface/scene-editor/index.md b/docs/gdevelop5/interface/scene-editor/index.md index d80027e4cad..868bee2c93c 100644 --- a/docs/gdevelop5/interface/scene-editor/index.md +++ b/docs/gdevelop5/interface/scene-editor/index.md @@ -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 +The panel also has a visibility toggle to make the selected instance **hidden when the scene starts**. The instance stays visible in the editor, but won't be shown when the game runs until you make it visible again with an action. 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. diff --git a/docs/gdevelop5/objects/tilemap/index.md b/docs/gdevelop5/objects/tilemap/index.md index 07ad41e657a..435859a0a0e 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)). +!!! tip + + You can also enable collisions directly on the External Tilemap object, without a separate collision mask object. In the object properties, turn on **Enable collision** and, if you split your tiles by "Class" in Tiled, use the **Class filter** property to only build hitboxes for the tiles matching that class. + ### 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) +## Edit tiles at runtime + +Tiles can be read and changed while the game is running: you can get or set the tile at a given position (in scene coordinates) or grid coordinates, remove a tile, flip a tile horizontally or vertically, and resize the map's grid. This is useful, for example, to build or destroy parts of a level during gameplay. + ## Reference All actions, conditions and expressions are listed in [the tilemap reference page](/gdevelop5/all-features/tilemap/reference/).