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Question by Steven4547466 · Feb 08, 2021 at 04:33 PM · c#raycastcollider2dtilemapcollision2d

Bounds and extents of a tilemap collider across differing y axes, Tilemap collider bounds

Hello, I'm trying to position a sprite directly on top of a ground layer, and it was working fine. However, I added new tiles that aren't at the same y level and the bounds of the collider seem to always be the highest one regardless of the collider that I've hit. I tried using a tilemap collider with a composite collider and just the tilemap collider alone, both didn't work so I'm kind of stuck.

This is just prototype code, so it's not meant to be efficient yet

Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 pos = new Vector2(mousePos.x, mousePos.y);
RaycastHit2D hit = Physics2D.Raycast(pos, Vector2.down, 1000f, LayerMask.GetMask("Ground"));
if (hit.collider != null)
{
    pos.y = hit.collider.bounds.max.y + collider.bounds.extents.y;
}
transform.position = new Vector3(pos.x, pos.y, 0);

This always results in the sprite being on the top y axis instead of floor level.

Image Image

Here's an image without the extra tiles: Image


Like I said I tried it with and without a composite collider. Is the only way to fix this to add a new tilemap with a separate collider?

Thanks

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