You can add the Tilemap Collider 2D component to the TilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
See in Glossary GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary to generate ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary shapes for each TileA simple class that allows a sprite to be rendered on a Tilemap. More info
See in Glossary set in the corresponding Tilemap component. As you add or remove Tiles to or from the Tilemap component, the Tilemap Collider 2D updates the Collider shapes during
The Collider shapes generated for each Tile in the Tilemap depend on the desired Collider type set in the Tile Asset.
|None||The Tilemap Collider 2D component does not generate any Collider shapes for this Tile.|
|SpriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary
|The Tilemap Collider 2D component generates a Collider shape based on the Sprite assigned to the Tile. The Collider shape can either be the custom physics shape set for the Sprite or an approximation generated from the outline of the Sprite.|
|Grid||The Tilemap Collider 2D component generates a Collider shape based on the shape of the Grid cell, which is determined by the selected Cell Layout of the Grid component.|
Use this Collider in conjunction with the Composite Collider 2D component. To composite the Collider shapes of neighboring Tiles together, add both to the same Tilemap. This smoothes out the corners and edges between the Collider shapes in neighbouring Tiles.
This can also improve the performance for the Tilemap Collider, because fewer individual Collider shapes are involved in a physics update. This reduces the amount of calculations required.
|PropertyA generic term for the editable fields, buttons, checkboxes, or menus that comprise a component. An editable property is also referred to as a field. More info
See in Glossary
|MaterialAn asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. The available options for a Material depend on which Shader the Material is using. More info
See in Glossary
|A Physics Material that determines properties of collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
See in Glossary, such as friction and bounce.
|Is Trigger||Select this check box to have the Tilemap Collider 2D behave as a trigger.|
|Used by Composite||Select this check box to make this Collider be used by an attached Composite Collider 2D.
When Used by Composite is enabled, all properties except Offset are no longer available in the Tilemap Collider 2D component. Instead, the properties are controlled by the attached Composite Collider 2D component.
|Used by Effector||Select this check box to make the Tilemap Collider 2D be used by an attached Effector/s 2D.|
|Offset||The local offset of the Tilemap Collider 2D geometry.|