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Here you can see some objects in the built in sprite sheet using the overlay collider at the top and a block collision at the bottom [ATTACH]
Did you try Overlay collision type on the top tiles of the object?
This is awesome! Thanks for letting me know and for taking some time to create this patch :)
You found the answer for the first question. But about it being saved, there is an option you can change in the tilemap inspector setting: save...
No that I can think off. You can create 2D edge or polygon colliders, each with pro and cons. But I cannot tell if that is working fine casting...
I missed the Unity notifications for forum updates. I saw it now. I am not working full time on this anymore, but still giving support. I...
Using the tileviews, you can save a selection of tiles to be used across tilemaps.
It should receive the collision. Did you add a rigid body in the tilemap? You need that to get collision events.
Not sure what it can be. Can you send me by email a package with a scene example having that issue? Best regards!
You can use this with isKinematic, but you need to set the gravity your self. While falling, there is a resistance (air resistance) that will make...
With some updates, to add more features, the performance of big maps was affected, but you can check the code and should be easy to remove all...
First of all, I'm glad you enjoy the tool. About your question, I cannot think of other way of doing that. I remember making a game myself and...
Not sure how BulletPro works, but it should be easy to check a bullet collision if you use raycasting from previous bullet position to new...
I don't see that error in latest 2021.3.11f1. But it's basically adding two shaders used by tilemap mask feature in Allways include shader....
You cannot reference a collider. For optimization, they are all part of a single mesh.
I'm afraid not. You can only use rectangular tiles.
If you search in the thread, you can see some modifications that could be made to improve the performance, like only updating the mesh when the...
Yes, there is still support, but not fully working on this atm. When I have some time I still make some updates to make it work with latest...
It's not using sprites. That is too slow. It's using Mesh renderers per chunks to render the tiles.
It happens for many reasons. One could be if you are using Pixel Snap. Or it could be related to the view size like when it's using an odd...