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Question by Sovngarde · Sep 20, 2018 at 08:26 AM · 2dcollisiontilemap

Tilemap collider 2D problem.

I have a simple Grid with 2 Tilemaps(one for the ground and one for the walls). My player has a rigidbody2D and moves by changing the value of its velocity. I also have added a Tilemap Collider 2D on the wall Tilemap. Problem is: at certain points of the wall, when running from one edge of the grid to the other, the player goes through the collider or does a bit of a bounce back(Photos below for the grid and the player movement).alt text

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avatar image tormentoarmagedoom · Sep 20, 2018 at 08:48 AM 0
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Good day.

I do not have the answer to your question, i never used colliders for preventing movement.

If you will use the wall tilemap only as a rectange to prevent player go outside the grid, you can simply prevent the position of the player to overpass some limits.

 if (player.transform.position.x > 150)
 {
 player.transform.position = new Vector3 (150, player.transform.position.y, 0)
 }

Something like this. This consume less CPU, because do not need to check for collisions.

Bye!

avatar image Sovngarde tormentoarmagedoom · Sep 20, 2018 at 08:55 AM 0
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Yeah, but what if I have more objects in the room(tables, chairs etc) or differently shaped walls? How can I prevent movement in these situations without colliders?

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