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Question by AhmadTibi · Jun 08, 2019 at 06:06 PM · 2dscripting problemcollisiontilemap

destructible tilemap, destroying tiles through overlapcircle

hey guys im making a 2d and im facing a problem, i currently have a tilemap and i would like to make it so that the projectile can destroy tiles within a certain radius (through overlapcircle) i have created an collider2d that detects stuff and it does detect the tilemap object however i'm not really sure how i would destroy the tiles within it.. the collider returns a tilemap is there anyway i can access which tiles the projectile has collided with thru the tilemap gameobject i get? my code for detecting collision :

  IEnumerator OnCollisionEnter2D(Collision2D x)
     {
         if (x.gameObject.tag != "Player")
         {
        
        Collider2D[] collidedwith = Physics2D.OverlapCircleAll(this.gameObject.transform.position, radius);
             for(int i = 0; i<collidedwith.Length; i++)
             {
                 if (collidedwith[i].tag == "Tilemap")  //I would like to destroy the tiles here
              }
             yield return new WaitForSeconds(2);
             if (this.gameObject != null)
             {
                 this.gameObject.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
                 this.gameObject.GetComponent<Rigidbody2D>().angularVelocity = 0;
                 Destroy(this.gameObject);
                 GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>().GetComponent<Follow>().toChase = GameObject.Find("Player");
             }
         }
 }
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Answer by melkior · Nov 08, 2021 at 04:14 PM

There's probably half a dozen approaches but here is two:

1) Define a 'destroyed' sprite. (some rubble, blackened earth, or just the ground) and then replace the sprite that was there with the new destroyed sprite within the tilemap

 myTileMap.SetTile(v3Int, newSprite);

2) Alternatively if you wish to remove the sprite you can null it out

     myTileMap.SetTile(v3Int, null);    

Again - probably other things you can do.

Remember you are designing a feature that makes people thing something has been destroyed.

Impressionism is core to game design - give them the impression its destroyed and they will think that. You don't literally have to destroy it.

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