# Duplicate layer from (Tiled) Tilemap

**URL:** <https://phaser.discourse.group/t/duplicate-layer-from-tiled-tilemap/8046>\
**Category:** Phaser 3\
**Created:** [November 6, 2020, 6:34pm UTC](https://phaser.discourse.group/t/duplicate-layer-from-tiled-tilemap/8046 "2020-11-06T18:34:11Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Manz](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/manz/32/2658_2.png) [@Manz](https://phaser.discourse.group/u/Manz)\
**Post date:** [November 6, 2020, 6:34pm UTC](https://phaser.discourse.group/t/duplicate-layer-from-tiled-tilemap/8046/1 "2020-11-06T18:34:11Z")

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Hi,

I’m build a Tilemap from Tiled for use in my Phaser game.

Is possible (and/or a good practice) duplicate a layer and separate items by type dinamically on Phaser?

My target is simplify creation of tilemaps layers (for example, Trees) on Tiled where this items should have a layer over player (altitude emulation). Classic example: Tree (4 tiles square), 2 bottom for base (collision) and 2 top for altitude (over player, no collision).

All trees tiles in same layer, and with Phaser splits on different layers based on tile-index or custom prop. My concern is about performance.

Opinions?

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**Author:** ![samme](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/samme/32/5275_2.png) [@samme](https://phaser.discourse.group/u/samme)\
**Post date:** [November 6, 2020, 9:09pm UTC](https://phaser.discourse.group/t/duplicate-layer-from-tiled-tilemap/8046/2 "2020-11-06T21:09:37Z")

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I guess you could do that. You can make the collision layers invisible.
