We make an open source game and we use Tiled as the stage editor.
It is used to set up sprites and collision polygons.
Now, I think that the approach when you have an unlimited walking area with obstacles is a complex thing to do in Tiled.
e.g. you should add more and more shapes to strict your units movements and keep the on the road.
Some pic of the Castle Crashers where they use polygons for both obstacles and walkable areas.
![Image](https://answers.unity.com/storage/temp/21126-6zqxc71%5B1%5D.png)
My idea is to leave only walkable areas polygons. All the rest space is an obstacle.
(Ofc, I want to keep some platforms and slanted places in the game, too)
I need your ideas and help on how to make it more easy with existing collisions libraries: HC, Bullet...