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Author Topic: tk2d Edge Colliders on Tilemap  (Read 3078 times)

codeherdstudios

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tk2d Edge Colliders on Tilemap
« on: January 31, 2015, 01:18:30 am »
Hi,

Is there anything that could allow me to create aggregated Box Colliders instead of Edge Colliders when creating the physics for the tk2dTileMaps?

I don't want to do any crazy shapes within my tile colliders or anything so I was wondering if it might be possible to create a small number of large BoxColliders from the tiles that have collision?

I ask because I'm using raycasting to move my player around and occasionally it can tunnel over the edge collider. If I were using box colliders the raycasting would return a hit and the player would move back outside.

unikronsoftware

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Re: tk2d Edge Colliders on Tilemap
« Reply #1 on: January 31, 2015, 09:44:04 am »
The easiest thing to do would be to create prefabs of your tiles and set them up in the prefab ui. That way they get spawned as prefabs instead of being merged.