Tile Collisions

Two complementary collision systems for different game engines.

TileForge supports two approaches to collision. You can use either or both, depending on your game engine.

At a Glance

SystemScopeToolBest For
Per-tile collision shapes Tileset (inherent to tile type) Tile Collision Editor Tiled-compatible engines (Godot, Phaser, Unity)
Per-cell collision Map instance (specific to this map) Property Brush Custom/simple engines

Per-Tile Collision Shapes

This is the Tiled-standard approach. You define collision shapes once on a tile in the tileset, and every instance of that tile on every map automatically carries those shapes.

Opening the Collision Editor

Right-click a tile in the tileset palette and select Edit Collision. The Tile Collision Editor opens with the tile displayed at 8x zoom for precise shape drawing.

Drawing Shapes

The editor supports two shape types:

You can add multiple shapes per tile for complex hitboxes (e.g., an L-shaped wall tile).

Export Format

Per-tile collision shapes are exported as tile.objectgroup.objects in TMJ — the standard Tiled collision format. In TMX, they are exported as <objectgroup> elements inside <tile> elements.

Visualization

When View > Toggle Properties is enabled, per-tile collision shapes appear as orange outlines on the map canvas. This helps you verify collision coverage without opening the editor.

Palette Indicators

Tiles with collision shapes show a red C icon in the tileset palette.

Per-Cell Collision (Property Brush)

The per-cell approach paints boolean collision flags directly onto the map grid. "This cell at (x, y) is solid" — specific to one map, not tied to the tileset.

To use per-cell collision:

  1. Activate the Property Brush (P).
  2. Select Collision from the type dropdown in the toolbar.
  3. Click or drag on the map to mark cells.

The property brush also supports Occlusion and Water properties.

Per-cell collision is stored as a layer property array and exported in the TMJ file. It is useful for custom engines that do not support Tiled's per-tile collision format.

Which Should You Use?