Set an asset's collision body
set_asset_collision_bodyFREE and SYNCHRONOUS (no jobId — do not poll). Author the PHYSICS shape a game should build its collider from for an asset revision: a rect, a circle, or a closed polygon, in NORMALIZED coordinates (0..1 fractions of the sprite/tile cell, origin top-left; a circle radius is a fraction of WIDTH). Set tileIndex to give one tile of a tileset/staged asset its own shape — it overrides the asset-level default for that tile. Pass collisionBody: null to clear.
This is what stops a game from falling back to the sprite bounding box. The shape flows into every map and asset export made AFTER this edit — Tiled per-tile objectgroups, the Tiled map Collision layer, and the Phaser/Godot/Unity/GameMaker colliders — and it is resolved from the asset at export time, so it applies to tiles that were already placed on a map before you set it. Distinct from the FOOTPRINT, which is only the level editor's snap/tessellation shape and has no physics meaning.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| assetId | Yes | Asset id or slug. | |
| tileIndex | No | Target one tile (tileset/staged only). Omit for the asset-level default. | |
| iterationId | Yes | Revision (iteration) id to stamp. | |
| collisionBody | Yes | The shape, or null to clear it. |