I asked this question to hopefully get an idea of how I should be implementing my collisions right now, in anticipation of Unity's own Tilemap system. When you say physics details from an individual tile, I'm assuming that 2D collisions would be a part of this. If so, what would the difference be between accessing the collider and accessing "just" its physics details? I think that checking whether collision is happening with an individual tile's collider, for example, would be sufficient for me, at least right now. If, say, a 3x3 grid of colliders is merged into one collider, would I be able to check whether the middle tile's collider is being collided with? Tiled2Unity currently merges all PolygonCollider2D tiles into one big collider, without the possibility (it seems), at least without custom scripts, of getting collision information from any individual tile (there are no more individual colliders once merged). Tiled2Unity, however, does not merge EdgeCollider2D tiles into one big collider; they are connected, but separate collider objects accessible via script and the Inspector. I guess I'm looking for behavior in which the user has a choice between merging the colliders and letting them be their own individual colliders.