Layers

Organize your map with tile layers and object layers.

The Layer Panel is on the right side of the editor. It lists all layers from top (drawn last) to bottom (drawn first). The active layer is highlighted — all painting and editing operations apply to it.

Tile Layers

Tile layers contain a 2D grid of tile IDs. Each cell references a tile from one of the loaded tilesets. Empty cells have tile ID 0.

A new map starts with one tile layer. You can add more for background terrain, foreground details, overlays, etc.

Each tile layer has its own off-screen canvas buffer, so editing one layer does not require re-rendering others.

Object Layers

Object layers contain free-form objects: rectangles, points, and polygons. They are commonly used for:

Use the Object tool (O) to create objects. Select an object layer first.

Objects can have custom properties (name, type, boolean, integer, float, string, color) set via the Properties panel below the layer list.

Layer Operations

ActionHow
Add tile layerClick the + button in the layer panel header
Add object layerClick the rectangle button next to +
Remove layerClick the - button
Rename layerDouble-click the layer name
Toggle visibilityClick the eye icon on the layer row
Lock layerClick the lock icon (prevents editing)
Reorder layersDrag layers up/down in the list
Switch active layerClick a layer, or press PageUp/PageDown

Layer Properties

Each layer can have custom properties set in the Properties panel. Supported types:

Layer properties are exported in TMJ/TMX files and can be read by your game engine to control layer behavior (e.g., parallax speed, render order, whether the layer has collision).

Import Behavior

When importing TMJ files created in Tiled: