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Tilemap Edge Collider

Discussion in '2D Experimental Preview' started by Khena_B, Sep 15, 2018.

  1. Khena_B

    Khena_B

    Joined:
    Aug 21, 2014
    Posts:
    273
    Any plans on adding edge colliders for the Tilemap system, I previously used Super Tilemap Editor which offered the option to use edge colliders for the terrain, then decided to switch to Unity's Tilemap system since it seemed polished enough, now my rigidbodies get stuck on the composite collider's seams, from what I've read there is no way to avoid this with Box2D other than by using edge colliders, any plan on adding those or should I accept that I've wasted my time and just revert back to the plugin?

    Collision.gif
     
  2. Khena_B

    Khena_B

    Joined:
    Aug 21, 2014
    Posts:
    273
    Actually I'm starting to think that the gaps in the Composite Collider on a Tilemap is a bug, and without them it would work fine without the need for an Edge Collider, I made a bug report.
     
  3. Khena_B

    Khena_B

    Joined:
    Aug 21, 2014
    Posts:
    273
    Here's the issue, looks fine on a 0.63999 sized grid but not on a 0.64 sized grid

    CompositeCollider.jpg