To enable collisionA 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 detection for tilesA simple class that allows a sprite to be rendered on a Tilemap. More info
See in Glossary, add a TilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
See in Glossary 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 2D component to the tilemap.
The Tilemap Collider 2D component automatically generates collider shapes for each tile in the tilemap, so that GameObjectsThe 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 with a Collider2D component collide with the tiles.
You can choose which tiles to enable collision for.
To add the component to a tilemap, follow these steps:
The SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary view displays the collider shapes as green outlines over the tilemap.
To make another GameObject collide with the tiles, refer to Collider 2D.
Follow these steps:
To change the shape that a tile uses to register a collision, use the Custom Physics Shape window in the 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 Editor.
For more information about editing the shape, refer to Custom Physics Shape window.
To improve the performance of a tilemap with many collider shapes, add a Composite Collider 2D component. Unity merges the collider shapes of neighboring tiles together, which reduces how much Unity needs to calculate during a physics update.
Follow these steps:
For more information, refer to Composite Collider 2D component reference.
To further configure performance and collider behavior, use the TilemapCollider2D API.
By default, when you add or remove tiles, the Tilemap Collider 2D updates shapes during LateUpdate and batches multiple changes together for performance. To force immediate updates, follow these steps:
Tilemaps.TilemapCollider2D.ProcessTilemapChanges to process changes immediately.Tilemaps.TilemapCollider2D-hasTilemapChanges to determine if processing is required.For more information, refer to the TilemapCollider2D API.