Hi,
sorry for the bombardment of tilemap questions recently
My new problem is the player passing through the mesh collider for the tilemap. I have a rigid body character controller. The player can take control of different sized characters. Even the ones that aren't *that* small though, all I have to do is jump repeatedly for a while and sooner or later he'll fly through the floor.
The thing is, I don't see any of these problems if I use my old BoxCollider driven platforms. I've been experimenting a bit with the collision detection method, and even tried the infamous DontGoThroughThings script to no avail.
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EDIT: I've realised that if I marked the chunk collider as convex the problems go away, as in the case of the box collider. It also then occurred to me that this makes sense - if it is a convex collider, the physics engine is going to push the rigid body out. I can verify by this by starting off the level with my player inside the collider, and he will be correctly pushed up to be on top of the collider.
This is not so with a concave mesh collider, since unity is only going to test the collision if it is an accurate collision from the outside. If we get the collision in between frames we have the well established and documented problem of the collision not being detected.
All this is very well and good, but the problem remains
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At the moment I'm considering diving into the tilemap code and somehow rewriting the collision part to somehow compose the collision out of box colliders, since my environment composition is all rectangular. Not exactly fond of the idea though.
TIA for any advice
Dan