0
\$\begingroup\$

I am using a tilemap to design levels for my game in Unity. So, naturally, I need some circle/box colliders to interact with the objects in the game.

I know that if I use a prefab for every tile, I can also attach a collider, and never have to worry to add or modift colliders. But this seems too impractical, and also if I want to modify a block of colliders, I have to do this for every single tile.

I also tried using Tilemap Colldier 2D, but it generates colliders for the places I don't want colliders, such as grasses that stick out from the ground tiles.

My question is, is there any neat way to organize colliders so that I can identify them by looking at their names, IDs, etc.?

Currently, I am designing only one level and anxiety builds up on me as I take a look at the colliders in a single tilemap. How can I automate or organize the colliders for my tilemap?

\$\endgroup\$
4
  • \$\begingroup\$ Have you considered using a TilemapCollider2D to manage the collisions of your map overall? \$\endgroup\$
    – DMGregory
    Commented Apr 15, 2020 at 22:07
  • \$\begingroup\$ I did, but it automatically generates colliders for areas where I don't want the colliders. For instance, some grass sticking up the ground tiles. \$\endgroup\$
    – padawan
    Commented Apr 15, 2020 at 22:11
  • \$\begingroup\$ So you cleaned up the physics shapes for those tiles as explained in this guide, right? \$\endgroup\$
    – DMGregory
    Commented Apr 15, 2020 at 22:16
  • \$\begingroup\$ Wow! I don't have such an option in the dropdown menu. Didn't know it existed. I think I am doing something wrong here. \$\endgroup\$
    – padawan
    Commented Apr 15, 2020 at 22:19

0

Browse other questions tagged .