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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": "a462fa46cc82cd47d3b73dc619739a39e52894d7",
"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 @@ -178,6 +178,16 @@ Hide the invisible obstacles/platforms at the start of the scene using events:

You can also put these objects on a separate layer in GDevelop and hide the layer.

### Generate collisions directly on the tilemap object

Instead of using a separate **Tilemap collision mask** object, collisions can also be generated directly on the External Tilemap object by enabling the **Enable collision** property. The **Class filter** property works the same way as for the collision mask object: leave it empty to create hitboxes for every tile, or set it to a Tiled "Class" value to only keep the matching tiles.

## Manipulate tiles in-game

Tiles can be read and modified while the game is running through actions, conditions and expressions: get or set the tile at a given position (in scene coordinates or grid coordinates), remove a tile, flip tiles horizontally or vertically, and change the grid size of the map. This makes it possible to build or alter levels dynamically.

Each tile in the tileset has an identifier used by these actions. See the [integrated Tilemap object](/gdevelop5/objects/simple_tilemap) for an explanation of how tile identifiers are computed.

## Choose between a bundled or external tileset

Tiled allows to embed the tileset data in the Tilemap JSON file. This is done by default when **Embed in map** is checked when creating a new tileset in Tiled, when editing a map. This is well supported by GDevelop, which will detect that there is a tileset in the Tilemap JSON file and load it.
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