Sprite FusionSprite Fusion
Tilemap EditorEditor

Layers and Collisions

Manage Sprite Fusion layers, reorder and duplicate them, hide them, and set collision flags.

TL;DR

  • You can duplicate a layer, rename it, and set it as a collision layer
  • Layer can be two types: Regular and autotile
  • Re-order layers with drag and drop in the layer panel

Layer Types

Sprite Fusion layers are either regular layers or autotile layers.

TypeBest forBehavior
RegularManual placement, decoration, props, and exact tile control.Tiles stay exactly where and how you place them.
autotileTerrain, walls, roads, water edges, and other connected shapes.Sprite Fusion recalculates tiles from the layer rules when you draw, fill, or move content.

Use regular layers when exact tiles matter. Use autotile layers when the surrounding tiles should decide which variant appears.

Collisions

The collision flag is set per layer, not per individual tile placement. If you need per-tile collision flags, we recommend to use custom tile data.

Layers with collision enabled will be handled for each export:

ExportCollision handling
UnityFirst-class support attaching 2D collision components to the layer.
Godot 4First-class support enabling collision and adding physics polygons.
DefoldFirst-class support adding collider tile IDs as tilesource convex hulls and creates Defold collision groups named after collider layers.
BevyFirst-class support adding a Collider component to tiles from collider layers.
GDevelopFirst-class support exporting Tiled JSON with collider layer properties and marks collidable tiles with spritefusion_collision classes/object groups.
CocosFirst-class support exporting TMX with a collider boolean property on each layer.
TMXFirst-class support exporting raw TMX with a collider boolean property on each layer.
Sprite Fusion JSONFirst-class support preserving collider on each visible layer for custom runtimes and tools.
UVTTFirst-class support converting occupied tiles from collider layers into line-of-sight/wall boundary paths in the .uvtt file.
PhaserSupported exporting Tiled JSON with a collider boolean property on each layer; collision setup is handled in your Phaser code.
Love2DSupported exporting Tiled Lua with layer collider properties preserved; STI or your runtime must read and apply them.
Godot 3No generated collision shapes. Use Godot 4 if you need collision data in the Godot export.

Draw Order

Layer order affects how tiles stack in the map view and in exports that preserve multiple layers. Reordering layers is the correct way to control foreground and background.

Hidden Layers and Exports

Hidden layers are excluded from exports. That includes:

  • Packaged engine exports
  • Raw JSON and TMX-style exports
  • Rendered image exports such as PNG

If something is missing from an export, check whether the layer was hidden before export.

Get the Desktop Version

  • Works 100% offline
  • Faster map exports
  • One-time purchase
  • Lifetime updates included

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