# Godot Export and Collisions

**URL:** <https://discourse.mapeditor.org/t/godot-export-and-collisions/7762>\
**Category:** Questions\
**Created:** [March 9, 2026, 7:49pm UTC](https://discourse.mapeditor.org/t/godot-export-and-collisions/7762 "2026-03-09T19:49:09Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Spork](https://avatars.discourse-cdn.com/v4/letter/s/df705f/32.png) [@Spork](https://discourse.mapeditor.org/u/Spork)\
**Post date:** [March 9, 2026, 7:49pm UTC](https://discourse.mapeditor.org/t/godot-export-and-collisions/7762/1 "2026-03-09T19:49:09Z")

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Sorry if this is answered already. I looked a little bit and couldn’t find what felt like a definitive answer. The documentation also doesn’t make a direct mention.

When exporting Tiled to Godot 4, are the “Collisions” in Tiled understood and exported somehow?

Or is it _only_ custom tile properties that are also exported? We were hoping that the collisions might be export and then imported into godot as-is, with collision tiles populated already.

Thanks!

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**Author:** ![RussellMania](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.mapeditor.org/russellmania/32/5336_2.png) [@RussellMania](https://discourse.mapeditor.org/u/RussellMania)\
**Post date:** [March 12, 2026, 10:06am UTC](https://discourse.mapeditor.org/t/godot-export-and-collisions/7762/2 "2026-03-12T10:06:23Z")

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Sorry I don’t have an answer, but that’s what I’ll be working on tonight. I’ll post back anything I learn. I have the navigation layer working, but I’m not 100% sure I’ve done that correctly.

I’m making isometric/dimetric maps for a game like Red Alert 2, and would like to be able to navigate behind trees. Are you making a platformer?

Good luck

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**Author:** ![Spork](https://avatars.discourse-cdn.com/v4/letter/s/df705f/32.png) [@Spork](https://discourse.mapeditor.org/u/Spork)\
**Post date:** [March 12, 2026, 8:31pm UTC](https://discourse.mapeditor.org/t/godot-export-and-collisions/7762/3 "2026-03-12T20:31:02Z")

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Heyo,

I am making various things to prototype and experiment in Godot, and was hoping that you could easily import a Tiled map into Godot complete with collisions created and handled.

I do get that it is a bit of a complicated process to make the collision layer in Godot and translate the stuff over, but was hoping/praying!

The main reason being, it would allow the map-editor (who may not be myself) to edit easily without having to dive into Godot and start clicking around.

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**Author:** ![RussellMania](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.mapeditor.org/russellmania/32/5336_2.png) [@RussellMania](https://discourse.mapeditor.org/u/RussellMania)\
**Post date:** [March 12, 2026, 8:49pm UTC](https://discourse.mapeditor.org/t/godot-export-and-collisions/7762/4 "2026-03-12T20:49:50Z")

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Yeah same for me, I’m hoping people can use Tiled as the map editor for my game, with some instructions to follow.

I’ll let you know how I get on 🙂

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**Author:** ![Krilvas](https://avatars.discourse-cdn.com/v4/letter/k/9e8a1a/32.png) [@Krilvas](https://discourse.mapeditor.org/u/Krilvas)\
**Post date:** [March 13, 2026, 7:37am UTC](https://discourse.mapeditor.org/t/godot-export-and-collisions/7762/5 "2026-03-13T07:37:04Z")

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Hello! Collisions you set up inside Tiled tilesets and used in your tilemaps do get exported to Godot. There maybe be a few types that godot doesn’t accept that tiled uses (I’m unsure), but polygons and rectangle collisions do get exported and work well in Godot 4.

Keep in mind, currently the Godot export option exports to the old TileMap node. I pushed a [PR](https://github.com/mapeditor/tiled/pull/4420) to update it and have it export TileMapLayer nodes instead if the project is using Godot 4.3 or later. In the meantime, Godot has an option to migrate/turn TileMap nodes into TileMapLayers, so it shouldn’t be much of a problem till the PR gets merged.
