Here’s an example of the tilemap collisions not behaving as expected:
tilemap-collision-bug.zip (105.9 KB)
Move the player (kinematic object) with arrow keys. Debug physics show collision with removed walls (during init). Ones that are removed within the timer.delay function register collisions properly. This shows that tileset.set_tile must be deferred until later. I’ve determined from my own testing that the first update loop must execute before the collision shape is properly updated (for my own game.)