# Tilemap collisions

**URL:** <https://forum.defold.com/t/tilemap-collisions/75850>\
**Category:** Questions\
**Created:** [January 30, 2024, 6:49pm UTC](https://forum.defold.com/t/tilemap-collisions/75850 "2024-01-30T18:49:51Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![TScriv](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/tscriv/32/34163_2.png) [@TScriv](https://forum.defold.com/u/TScriv)\
**Post date:** [January 30, 2024, 6:49pm UTC](https://forum.defold.com/t/tilemap-collisions/75850/1 "2024-01-30T18:49:51Z")

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Hello. I am currently developing my A-level computer science programming project and at the current stage I need to stop the player character from travelling through the walls of the tilemap. I’ve tried to set the collisions up for the walls but it doesn’t seem to work and unfortunately and neither me or my teacher can figure out the problem. I’ve zipped up the project and attatched it here. I’d really appreciate it if someone could point me in the right direction. Thank you.  
[project - Copy.zip](https://forum.defold.com/uploads/short-url/aNRa0CmPR0gSHvESZYZ5uilJPNv.zip) (434.8 KB)

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**Author:** ![britzl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/britzl/32/23_2.png) [@britzl](https://forum.defold.com/u/britzl)\
**Post date:** [January 30, 2024, 7:10pm UTC](https://forum.defold.com/t/tilemap-collisions/75850/2 "2024-01-30T19:10:58Z")

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Both the map and player collision objects are of type “dynamic”, you want the player to be “kinematic” and the map to be either “kinematic” or “static”.

Also, if you look at the collision object of the player it has a mask and group set to “default”. Set the group to “player” and the mask to “wall” etc

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<div class="post-metadata">

**Author:** ![TScriv](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/tscriv/32/34163_2.png) [@TScriv](https://forum.defold.com/u/TScriv)\
**Post date:** [January 30, 2024, 9:03pm UTC](https://forum.defold.com/t/tilemap-collisions/75850/3 "2024-01-30T21:03:59Z")

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Thank you very much, that seems to have fixed it.
