I'm using 2D Toolkit for a top down 2d game at the moment, and I've been trying to figure out how to handle collision detection in Unity. I want to find a solution to collisions that doesn't involve Unity's physics system. I don't want to use any Character Controller components or non-kinematic rigid bodies (all of my rigid bodies are currently being set to isKinematic for the purposes of firing triggers on other colliders that are set to be triggers). My current thinking is that I will just use the OnTriggerEnter method for handling all of my collision needs. Now, I absolutely love 2D Toolkit's tilemap functionality, and ESPECIALLY the ability to add colliders to each tile. It makes level editing so much easier. However, I don't think there is a way to set colliders on tiles to be triggers. I also don't think there is a way to tag the game objects that the colliders live on, which would also be super useful. If there is a way to do either of those things, I would love to hear about it...or if there is another recommended/better way to get a good collision system going in 2D Toolkit without using Unity's physics system, I would love to hear that as well. I'm mostly a beginner at this stuff, and am trying to avoid rolling my own collision detection system at all costs (I'd like to stay away from Raycasting if I can). To sum up - how can I make 2D Toolkit's tilemap collider system work for my needs? Thanks so much!
PS - as an aside, I would also love to hear any input on how to handle collisions without Unity's physics overhead in general...I've been googling all over the place and it can be hard to piece together information on this stuff. From what I can gather, people seem to generally suggest either using triggers for everything or doing some kind of crazy Raycasting system.