# Working with Objects¶

Using objects you can add a great deal of information to your map for use in your game. They can replace tedious alternatives like hardcoding coordinates (like spawn points) in your source code or maintaining additional data files for storing gameplay elements. With the addition of tile objects, they also became useful for graphical purposes and can in some cases replace tile layers entirely, as demonstrated by the “Sticker Knight” example shipping with Tiled.

## Placement Tools¶

Each type of object has its own placement tool.

### Insert Rectangle¶

Shortcut: R

The rectangle was the first type of object supported by Tiled, which is why objects are rectangles by default in the TMX Map Format. They are useful for marking rectangular areas and assigning custom properties to them. They are also often used for specifying collision boxes.

Place a rectangle by clicking-and-dragging in any direction. Holding Shift makes it square and holding Ctrl snaps its size to the tile size.

If the rectangle is empty (width and height are both 0), it is rendered as a small square around its position. This is mainly to keep it visible and selectable.

### Insert Point¶

Shortcut: I

Points are the simplest objects you can place on a map. They only represent a location, and cannot be resized or rotated. Simply click on the map to position a point object.

### Insert Ellipse¶

Shortcut: C

Ellipses work the same way as rectangles, except that they are rendered as an ellipse. Useful for when your area or collision shape needs to represent a circle or ellipse.

### Insert Polygon¶

Shortcut: P

Polygons are the most flexible way of defining the shape of an area. They are most commonly used for defining collision shapes.

When placing a polygon, the first click determines the location of the object as well as the location of the first point of the polygon. Subsequent clicks are used to add additional points to the polygon. Right click or press Enter to finish creating the polygon. Polygons needs to have at least three points. You can press Escape to cancel the creation of the polygon.

When you want to change a polygon after it has been placed, you need to use the Edit Polygons tool.

### Insert Polyline¶

Shortcut: L

Polylines work very similar to polygons, except that they are rendered as a line and require only two points. While they can represent collision walls, they are also often used to represent paths to be followed.

Despite its name, the Edit Polygons tool is also used to edit polylines.

### Insert Tile¶

Shortcut: T

Tiles can be inserted as objects to have full flexibility in placing, scaling and rotating the tile image on your map. Like all objects, tile objects can also have custom properties associated with them. This makes them useful for placement of recognizable interactive objects that need special information, like a chest with defined contents or an NPC with defined script.

To place a tile object, first select the tile you want to place in the Tilesets view. Then use the Left mouse button on the map to start placing the object, move to position it based on the preview and release to finish placing the object.

New in Tiled 1.0

To change the tile used by existing tile objects, select all the objects you want to change using the Select Objects tool and then right-click on a tile in the Tilesets view, and choose Replace Tile of Selected Objects.

New in Tiled 1.1

### Insert Template¶

Shortcut: V

Can be used to quickly insert multiple instances of the template selected in the Templates view. See Creating Template Instances.

### Insert Text¶

Shortcut: X

Text objects can be used to add arbitrary multi-line text to your maps. You can configure various font properties and the wrapping / clipping area, making them useful for both quick notes as well as text used in the game.

## Select Objects¶

Shortcut: S

When you’re not inserting new objects, you’re generally using the Select Objects tool. It packs a lot of functionality, which is outlined below.

### Selecting and Deselecting¶

You can select objects by clicking them or by dragging a rectangular lasso, selecting any object that intersect with its area. By holding Shift or Ctrl while clicking, you can add/remove single objects to/from the selection.

When pressing and dragging on an object, this object is selected and moved. When this prevents you from starting a rectangular selection, you can hold Shift to force the selection rectangle.

New in Tiled 1.0

By default you interact with the top-most object. When you need to select an object below another object, first select the higher object and then hold Alt while clicking at the same location to select lower objects. You can also hold Alt while opening the context menu to get a list of all objects at the clicked location, so you may directly select the desired object.

### Moving¶

You can simply drag any single object, or drag already selected objects by dragging any one of them. Hold Ctrl to toggle snapping to the tile grid.

Hold Alt to force a move operation on the currently selected objects, regardless of where you click on the map. This is useful when the selected objects are small or covered by other objects.

The selected objects can also be moved with the arrow keys. By default this moves the objects pixel by pixel. Hold Shift while using the arrow keys to move the objects by distance of one tile.

### Resizing¶

You can use the resize handles to resize one or more selected objects. Hold Ctrl to keep the aspect ratio of the object and/or Shift to place the resize origin in the center.

Note that you can only change width and height independently when resizing a single object. When having multiple objects selected, the aspect ratio is constant because there would be no way to make that work for rotated objects without full support for transformations.

### Rotating¶

To rotate, click any selected object to change the resize handles into rotation handles. Before rotating, you can drag the rotation origin to another position if necessary. Hold Shift to rotate in 15-degree increments. Click any selected object again to go back to resize mode.

You can also rotate the selected objects in 90-degree steps by pressing Z or Shift + Z.

### Changing Stacking Order¶

If the active Object Layer has its Drawing Order property set to Manual (the default is Top Down), you can control the stacking order of the selected objects within their object layer using the following keys:

• PgUp - Raise selected objects
• PgDown - Lower selected objects
• Home - Move selected objects to Top
• End - Move selected objects to Bottom

You can also find these actions in the context menu. When you have multiple Object Layers, the context menu also contains actions to move the selected objects to another layer.

### Flipping Objects¶

You can flip the selected objects horizontally by pressing X or vertically by pressing Y. For tile objects, this also flips their images.

## Edit Polygons¶

Shortcut: E

Polygons and polylines have their own editing needs and as such are covered by a separate tool, which allows selecting and moving around their nodes. You can select and move the nodes of multiple polygons at the same time.

Nodes can be deleted by selecting them and choosing “Delete Nodes” from the context menu. The Delete key can also be used to delete the selected nodes, or the selected objects if no nodes are selected.

When you have selected multiple consecutive nodes of the same polygon, you can join them together by choosing “Join Nodes” from the context menu. You can also split the segments in between the nodes by choosing “Split Segments”, which is currently the only way to extend an existing polygon. You can also delete a segment when two consecutive nodes are selected in a polygon by choosing “Delete Segment” in the context menu. This will convert a polygon into a polyline.

Future Extensions

Here are some ideas about improvements that could be made to the above tools:

• For the Insert Tile tool, show the preview already before pressing the left mouse button (#537)
• Many improvements could be made to the support for editing polygons and polylines, like allowing to rotate and scale the selected nodes (#1487).

If you like any of these plans, please help me getting around to it faster by becoming a patron. The more support I receive the more time I can afford to spend improving Tiled!