# Forge Tiled → Godot room import A small original map-import probe, not a complete game or a V2 BINX.fun title. Tested with Tiled 1.12.2 and native Godot 4.7.2 stable Linux. 1. Extract the entire map-godot folder. In Godot Project Manager choose Import and select project.godot; let Godot import the original texture. Open main.tscn, then run the project. 2. Move the cyan probe with WASD or arrows. Press P to pause/resume movement and R to reset to the exported PlayerSpawn marker. Test all four boundary walls. Touch controls and target-device builds are not included. 3. Open authoring/room.tmx in Tiled. Keep the external tiles.tsx and tiles.png beside it. PlayerSpawn at (80,80) has a string resPath=res://spawn.tscn. spawn.tscn supplies a Marker2D; main.gd explicitly spawns the probe at that marker. The purpose property remains in TMX/JSON; the Godot exporter does not automatically copy arbitrary object properties onto that scene. 4. In Tiled choose File → Export As → Godot 4 Scene files (.tscn), writing room.tscn beside project.godot. The equivalent native command is tiled --export-map tscn authoring/room.tmx room.tscn. Keep the same directory hierarchy. room.tscn is generated output: do not hand-edit it, because re-export replaces it. This exporter uses the older TileMap node, supported in the tested Godot version; converting to TileMapLayer or another Godot version needs new acceptance. 5. Re-run main.tscn. Keep the two layers and 32px cell size. The wall tile's rectangular collision exports on physics layer1; the probe uses body layer2, mask1. If the player falls through, inspect the TSX collision shape, TileSet physics layer and body mask. If textures disappear, restore the complete folder and relative texture path. If the marker is absent, check its resPath and target scene. Change one floor tile, export and confirm the engine actually loads the changed file before restoring the baseline. Native acceptance: check.gd runs real Godot scene loading, all60 cell positions, source texture, spawn coordinates, collision polygon/layers, interior movement, native viewport P/R input, pause, four solid wall contacts and a second scene start. Repeatable command after import: godot --headless --path . --script res://check.gd The Forge repository also contains scripts/verify-map-godot-native.py, requiring FORGE_GODOT_EXECUTABLE, FORGE_TILED_EXECUTABLE and a working DISPLAY for Tiled on Linux. It extracts the published ZIP to a clean directory, regenerates the scene with the built-in exporter, checks resPath omission, imports and executes the native checks twice. No engine mock or custom map reader is used. Executed scope is headless native import/physics and synthetic engine-dispatched keys. Interactive editor, desktop render appearance, physical keyboard, touch/mobile/browser builds, assistive technology and other engine/version acceptance remain OPEN. No Godot/Tiled executable, export template, third-party game artwork or private BINX source is included. Original files may be used, modified, sold or included in source/template products with LICENSE.txt. Engine/editor distribution has separate obligations.