<li>your map can have as many layers as you want</li>
<li>your map MUST contain a layer named "floorLayer" of type "objectgroup" that represents the layer on which characters will be drawn.
Every layer above the "floorLayer" will be displayed on top of the characters.</li>
<li>the tilesets in your map MUST be embedded. You cannot refer to an external typeset in a TSX file. Click the "embed tileset" button in the tileset tab to embed tileset data.</li>
<li>your map MUST be exported in JSON format. You need to use a recent version of Tiled to get JSON format export (1.3+)</li>
<li>WorkAdventure doesn't support object layers and will ignore them</li>
<li>If you are starting from a blank map, your map MUST be orthogonal and tiles size should be 32x32. </li>
<p>In order to place an exit on your scene that leads to another scene:</p>
<ul>
<li>You must create a specific layer. When a character reaches ANY tile of that layer, it will exit the scene.</li>
<li>In layer properties, you MUST add "exitSceneUrl" property. It represents the map URL of the next scene. For example : <code>/<map folder>/<map>.json</code>. Be careful, if you want the next map to be correctly loaded, you must check that the map files are in folder <code>back/src/Assets/Maps/<your map folder></code>. The files will be accessible by url <code><HOST>/map/files/<your map folder>/...</code>.</li>
<li>In layer properties, you CAN add an "exitInstance" property. If set, you will join the map of the specified instance. Otherwise, you will stay on the same instance.</li>
<li>If you want to have multiple exits, you can create many layers with name "exit". Each layer has a different key <code>exitSceneUrl</code> and have tiles that represent exits to another scene.</li>
<h3id="defining-several-entry-points"class="pixel-title">Defining several entry points</h3>
<p>Often your map will have several exits, and therefore, several entry points. For instance, if there
is an exit by a door that leads to the garden map, when you come back from the garden you expect to
come back by the same door. Therefore, a map can have several entry points.
Those entry points are "named" (they have a name).</p>
<p>In order to create a named entry point:</p>
<ul>
<li>You must create a specific layer. When a character enters the map by this entry point, it will enter the map randomly on ANY tile of that layer.</li>
<li>In layer properties, you MUST add a boolean "startLayer" property. It should be set to true.</li>
<li>The name of the entry point is the name of the layer</li>
<li>To enter via this entry point, simply add a hash with the entry point name to the URL ("#[<em>startLayerName</em>]"). For instance: "<ahref="https://workadventu.re/_/global/mymap.com/path/map.json#my-entry-point">https://workadventu.re/_/global/mymap.com/path/map.json#my-entry-point</a>".</li>
<li>You can of course use the "#" notation in an exit scene URL (so an exit scene URL will point to a given entry scene URL)</li>
<h3id="opening-a-website-when-walking-on-the-map"class="pixel-title">Opening a website when walking on the map</h3>
<p>On your map, you can define special zones. When a player will pass over these zones, a website will open
(as an iframe on the right side of the screen)</p>
<p>In order to create a zone that opens websites:</p>
<ul>
<li>You must create a specific layer.</li>
<li>In layer properties, you MUST add a boolean "openWebsite" property. The value of the property is the URL of the website to open (the URL must start with "https://")</li>
<h3id="opening-a-jitsi-meet-when-walking-on-the-map"class="pixel-title">Opening a Jitsi meet when walking on the map</h3>
<p>On your map, you can define special zones (meeting rooms) that will trigger the opening of a Jitsi meet. When a player will pass over these zones, a Jitsi meet will open
(as an iframe on the right side of the screen)</p>
<p>In order to create Jitsi meet zones:</p>
<ul>
<li>You must create a specific layer.</li>
<li>In layer properties, you MUST add a boolean "jitsiRoom" property. The value of the property is the name of the room in Jitsi. Note: the name of the room will be prepended with the name of the instance of the map (so that different instances of the map have different rooms)</li>