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Question by kbkmn · Dec 28, 2019 at 12:59 AM · collider2dtilemap

Regenerate CompositeCollider2D at runtime

I'm trying to regenerate CompositeCollider2D at runtime. Code as simple as

 private void TileColliderTest()
 {
     Vector3Int tilePosition = new Vector3Int(-7, -3, 0);
 
     print(SolidsTilemap.GetColliderType(tilePosition)); // Sprite
     SolidsTilemap.SetColliderType(tilePosition, Tile.ColliderType.None);
     print(SolidsTilemap.GetColliderType(tilePosition)); // None
 
     CompositeCollider2D cc2d = SolidsTilemap.GetComponent<CompositeCollider2D>();
     cc2d.generationType = CompositeCollider2D.GenerationType.Manual;
     cc2d.GenerateGeometry();
 }

and nothing happens. But if i press "Regenerate Collider" in inspector it regenerates collider immediately. Is it a bug, or am i forgetting something?

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Answer by RyotaMurohoshi · Apr 06, 2020 at 02:37 PM

Answer1.

Try changing setting CompositeCollider2D.GenerationType to Synchronous from Manual.


Answer2.

Try waiting 1 frame after updating tilemap content.

 using UnityEngine; 
 using UnityEngine.Tilemaps;
 using System.Collections;
 
 public class Playground : MonoBehaviour {
     [SerializeField] private TileBase tile;
     [SerializeField] private Tilemap tilemap;
     private IEnumerator Start()
     {
         for (int x = 0; x < 3; x++)
         {
             for (int y = 0; y < 3; y++)
             {
                 tilemap.SetTile(new Vector3Int(x, y, 0), tile);
             }
         }
 
         yield return new WaitForEndOfFrame(); // need this!
 
         tilemap.GetComponent<CompositeCollider2D>().GenerateGeometry();
         
         yield return new WaitForEndOfFrame();
     } 
 }

Above code can update collider with dynamic tile generation. But, if we remove "// need this!" line, collder can not update.

I expect that this is bug of any component.

If you can use this workaround, please try it.

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avatar image Aligdev · May 13, 2020 at 12:22 AM 0
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That one-frame delay actually works, thank you man.

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