The tile map collision mask object role is to provide a collision mask that can be used in a standard way by any behaviors, conditions, or actions that need one. It’s not the role of a collision mask to know how it will be used. It would be a bad design to do so because each collision masks would have to be rewritten each time a new behavior is added to GDevelop.
In parts, I managed to solve it this way, so that I didn’t get crowded with masks created as Objects. However, as
you can see, gdevelop does not recognize the map and turns red! I believe it is a bug! Can you fix this?
I tested using variables from each map created and that way it works perfectly. I just need to create 3 types of “TilemapMask” (Ladder, Platform, Jumpthru) and change the .json of each one, just like I did in the image!
Edit: I noticed that in the image I sent up there, there is a .json error, just ignore it…