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:
- Spawn points and triggers
- Collision boundaries (alternative to tile-based collision)
- NPC positions and patrol paths
- Camera zones, portals, doors
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
| Action | How |
|---|---|
| Add tile layer | Click the + button in the layer panel header |
| Add object layer | Click the rectangle button next to + |
| Remove layer | Click the - button |
| Rename layer | Double-click the layer name |
| Toggle visibility | Click the eye icon on the layer row |
| Lock layer | Click the lock icon (prevents editing) |
| Reorder layers | Drag layers up/down in the list |
| Switch active layer | Click a layer, or press PageUp/PageDown |
Layer Properties
Each layer can have custom properties set in the Properties panel. Supported types:
bool— true/falseint— integer numberfloat— decimal numberstring— textcolor— hex color value
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:
- Tile layers and object groups are imported directly.
- Group layers (nested layer folders) are flattened — their children become top-level layers.
- Layer visibility, opacity, and custom properties are preserved.