# TilemapLayer

> Talos next · Since 0.6

## Fields

| Field | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
| `name` | `string` | yes |  |  | What `ctx.tilemap` calls it. Unique within the tilemap. |
| `rows` | `string[]` | yes |  |  | The cells, one string per row, top row first, one character per cell, every row the same length (`tilemap-invalid`). A character is a key of the tilemap's `legend`; "." and " " are empty. At most 1024 rows of 1024 cells (`tilemap-too-large`). |
| `sortLayer` | `number` | no |  |  | The draw layer, -32..32, default 0, on the same scale as a flat sprite's: a sprite on a higher layer is drawn over these tiles, one on a lower layer under them. |
| `order` | `number` | no |  |  | The order within `sortLayer`, -500..500, default 0, as a flat sprite's `order`. |
| `collision` | `boolean` | no | `false` |  | Default false. True: every non-empty cell is solid. The engine merges the solid cells into rectangles and gives the entity one static body of 1 m deep boxes, centred on its XY plane, so a planar character stands on them. The entity then has no collider or rigidbody of its own (`tilemap-invalid`). |
| `visible` | `boolean` | no | `true` |  | Default true. False: not drawn (a collision-only layer still collides). |
