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               Question by 
               WhatisitStudios · May 26 at 07:17 PM · 
                collisiontilemapprocedural generation  
              
 
              Colliders not Working with Tilemap Generation!
Hey, making some random tilemap generation, but tilemap colliders aren't working! Help! Here's the code:
  using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  using UnityEngine.Tilemaps;
  
  public class ProceduralGeneration : MonoBehaviour
  {
      [SerializeField] int width;
      [SerializeField] int minStoneHeight, maxStoneHeight;
      //[SerializeField] GameObject dirt, grass, stone;
      [SerializeField] Tilemap dirtTilemap, grassTilemap, stoneTilemap;
      [SerializeField] Tile dirt, grass, stone;
      [Range(0, 200)]
      [SerializeField] float heightValue, smoothness;
  
      void Start()
      {
          this.transform.position = new Vector3(width * -1, -10, 0);
          Generation();
      }
  
      void Generation()
      {
          for (int x = 0; x < width; x++)
          {
              int height = Mathf.RoundToInt(heightValue * Mathf.PerlinNoise(x / smoothness, 0));
  
              int minStoneSpawnDistance = height - minStoneHeight;
              int maxStoneSpawnDistance = height - maxStoneHeight;
              int totalStoneSpawnDistance = Random.Range(minStoneSpawnDistance, maxStoneSpawnDistance);
  
              for (int y = 0; y < height; y++)
              {
                  if (y < totalStoneSpawnDistance)
                  {
                      //SpawnObject(stone, x, y);
                      stoneTilemap.SetTile(new Vector3Int(x, y, 0), stone);
  
                  }
                  else
                  {
                      //SpawnObject(dirt, x, y);
                      stoneTilemap.SetTile(new Vector3Int(x, y, 0), dirt);
                  }
              }
  
              //SpawnObject(grass, x, height);
              stoneTilemap.SetTile(new Vector3Int(x, height, 0), grass);
          }
      }
  }
Any help would be appreciated.
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