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Question by james_hoegerl · Jan 25, 2018 at 08:09 AM · collisiontilemapreflectionvector2

Tilemap Collision Issues

I'm working on a game and using the new Tilemap features. They are working fantastic so far. So easy to whip up a level. However I am running into issues when reflecting a laser on the tilemap colliders. As you can see in the GIF below the first few lasers reflect fine, but the sometimes in the small crack where the colliders meet I am getting unwanted behaviour for my laser.

The laser is made up of a small pellet sprite renderer object with a trail renderer for the color behind and a circle collider.

Here is my collision code. Where direction is a class Vector2 variable and rb is theGameObject' s RigidBody2D component stashed in the Start() function.

 if (collision.collider.gameObject.layer == LayerMask.NameToLayer ("Terrain")) {
     direction = Vector2.Reflect (direction, collision.contacts[0].normal);
     rb.velocity = direction.normalized*GameManager.instance.bouncySpeed;
 }

What steps can I take to avoid this behaviour? alt text

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avatar image dev-waqas · Jan 25, 2018 at 12:36 PM 0
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Set collision detection mode of your laser to continuous.

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