Quick answer: Collision shapes authored in Tiled don’t come across. Open the tilemap’s tileset in Construct 3 and set the per-tile collision polygon for each solid tile.

A level made in Tiled and imported to Construct 3 looks right but the player walks through everything — the collision data didn’t import.

What Imports and What Doesn't

The Tiled importer brings over tile placement and the tileset image. It does not bring per-tile collision polygons — Construct 3 manages those in its own tilemap collision editor.

Set Collision Polygons in C3

  1. Double-click the Tilemap object → it opens the tileset.
  2. For each solid tile, edit its collision polygon (the bounding shape the Solid behavior uses).
  3. Tiles meant to be walkable: clear the polygon so they don’t collide.

Solid Behavior on the Tilemap

Add the Solid behavior to the Tilemap object. Combined with per-tile polygons, only tiles you marked solid block movement.

Batch by Tile Type

You usually only have a handful of distinct solid tiles (wall, floor edge, platform). Set those few polygons once — every placement of that tile uses it.

Verifying

The player collides with walls and stands on floors. Decorative tiles are walk-through. Re-importing the Tiled level keeps placement; you re-confirm the C3-side polygons are intact.

“Tiled collision doesn’t cross the importer. Author tile collision polygons on the C3 side.”

If you re-import often, keep the C3 tileset’s collision setup separate from the imported map data — re-import replaces the map, not the tileset polygons.