You can add the Tilemap Collider 2D component to the Tilemap GameObject to generate Collider shapes for each Tile set in the corresponding Tilemap component. As you add or remove Tiles to or from the Tilemap component, the Tilemap Collider 2D updates the Collider shapes during
The Collider shapes generated for each Tile in the Tilemap depend on the desired Collider type set in the Tile Asset.
|The Tilemap Collider 2D component does not generate any Collider shapes for this Tile.
|The Tilemap Collider 2D component generates a Collider shape based on the Sprite assigned to the Tile. The Collider shape is based on the Custom Physics Shape set for the Sprite. If it has none, then no Collider is generated unless Sprite Outline Generation is selected.
|The Tilemap Collider 2D component generates a Collider shape based on the shape of the Grid cell, which is determined by the selected Cell Layout of the Grid component.
Use this Collider in conjunction with the Composite Collider 2D component. To composite the Collider shapes of neighboring Tiles together, add both to the same Tilemap. This smoothes out the corners and edges between the Collider shapes in neighbouring Tiles.
This can also improve the performance for the Tilemap Collider, because fewer individual Collider shapes are involved in a physics update. This reduces the amount of calculations required.
|Max Tile Change Count
|The maximum number of Tile changes (such as adding/removing Tiles to the Tilemap) to accumulate before doing a full Collider rebuild instead of an incremental rebuild.
A high number of accumulated changes can cause the incremental rebuild of the Tilemap Collider 2D to be slower than a full rebuild. Decrease this value to resolve this issue.
|Set the amount (in Unity world space units) to extrude the Collider shape of each Tile. This minimizes the gaps between the Collider shapes of neighboring Tiles and brings them to within the minimum Vertex Distance set in the Composite Collider 2D, which can then compose the Tile Colliders together.
This property is grayed out and disabled by default. It is only available when Used by Composite is enabled, and a Composite Collider 2D is attached to the same GameObject.
|A Physics Material that determines properties of collisions, such as friction and bounce.
|Select this check box to have the Tilemap Collider 2D behave as a trigger.
|Used by Effector
|Select this check box to make the Tilemap Collider 2D be used by an attached Effector 2D.
|Used by Composite
|Select this check box to make this Collider be used by an attached Composite Collider 2D.
When Used by Composite is enabled, all properties except Offset are no longer available in the Tilemap Collider 2D component. Instead, the properties are controlled by the attached Composite Collider 2D component.
|The local offset of the Tilemap Collider 2D geometry.