I’m currently developing a top-down game where wall tiles are frequently destroyed, and the map size is fairly large (around 160x160 tiles). I haven’t dived too far into tilemap creation yet, but given that destructibility is a super-important aspect of my game, I’m wondering what the most efficient way to accomplish this would be.
Would I want to use colliders on the tilemap tiles, or would this be a bad idea if I’m going to be frequently rebuilding the tilemap?
If it’s OK to do things this way, what is the best way of checking for collision between a bullet sprite and one of the individual tiles?
If it’s not a good idea to use colliders, would perhaps a better solution be to dynamically position a bunch of box collider GameObjects to match up with the tilemap in the area directly surrounding the player? Or is there a more common solution?