HI CreativeSpore, Just purchased Super Tilemap Editor and I'm really enjoying it so far. It does save me quite a bit of headache and the features are well thought out and user friendly. Although, here has been one problem that I've been experiencing. The tile colliders only extend to the borders of the chunk (being 60x60 right?). This is frustrating because how I have it setup is that when the player is in the water, the player speed is reduced and a sprite mask enables that causes his lower body to disappear to make it look like he is partially submerged. Had the collider not stopped at the border of the chunk then this would have worked seamlessly. I get that there are problems with setting the tileset to use PolygonCollider2D's and IsTrigger enabled. However, for the water to work in my case, this is the only reasonable method (at least from what my brain can comprehend). Below is a visual of what I'm experiencing: As from the GIF (which I'm sorry is poor quality), we can see that the player can detect going in and out of the water no problem. It's when the player crosses over the chunks is when he starts glitching out (or rather, detecting an exit of the collider, due to the chunks splitting the water collider in half, kinda). I've also attached an image to show exactly where the chunk borders are: It would be greatly appreciated if you could give some insight as to ways around the chunk borders or some feature in the super tilemap editor that is designed to do stuff like detecting the player in water or another area. Thank you!