You can use TilemapCollider2D.hasTilemapChanges to check if any processing is required. If you require immediate changes to happen to the Collider, use TilemapCollider2D.ProcessTilemapChanges to process them immediately. Using both components together reduces the number of individual Collider shapes involved in a physics update, which reduces the amount of calculations required, and minimizes the impact on performance. This smoothes out the corners and edges between Collider shapes in neighbouring Tiles. When you add both components to the same Tilemap, Unity composites the Collider shapes of neighboring Tiles together. You can use the Tilemap Collider 2D component together with the Composite Collider 2D component. 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. The Collider shape is based on the Custom Physics Shape set for the Sprite. The Tilemap Collider 2D component generates a Collider shape based on the Sprite assigned to the Tile. The Tilemap Collider 2D component does not generate any Collider shapes for this Tile. The component’s shape generation behavior corresponds to the Collider Types in the following ways: Collider Type The Collider shapes generated for each Tile in the Tilemap depend on the desired Collider type set in the Tile Asset’s properties. The local offset of the Tilemap Collider 2D geometry.Ĭollider Type’s effect on Collider generation Instead, the properties are controlled by the attached Composite Collider 2D component. The 2D Toolkit creates the colliders as 2D Edge Colliders in this case, and A doesnt work with 2D Edge Colliders due to probably a bug in Unity - some. When Used by Composite is enabled, all properties except Offset are no longer available in the Tilemap Collider 2D component. Select this check box to make this Collider be used by an attached Composite Collider 2D. Select this check box to make the Tilemap Collider 2D be used by an attached Effector 2D. Select this check box to have the Tilemap Collider 2D behave as a trigger. It is only available when Used by Composite is enabled, and a Composite Collider 2D is attached to the same GameObject.Ī Physics Material that determines properties of collisions, such as friction and bounce. This property is grayed out and disabled by default. 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. Set the amount (in Unity world space units) to extrude the Collider shape of each Tile. Decrease this value to resolve this issue. 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.Ī high number of accumulated changes can cause the incremental rebuild of the Tilemap Collider 2D to be slower than a full rebuild. Tilemap Collider 2D properties Tilemap Collider 2D window Свойство: It batches multiple Tile changes together to ensure minimal impact on performance. When you add or remove Tiles on the Tilemap component, the Tilemap Collider 2D updates the Collider shapes during LateUpdate. If there's a fast path then it reduces flexibility.The Tilemap Collider 2D component generates Collider shapes for Tiles on a Tilemap component on the same GameObject. It offers so much flexibility that it cannot do so without sacrifcing performance. If you're not using the CompositeCollider2D with the TileMapCollider2D then you'll need to explain in more detail what it is you're doing in terms of real Unity objects etc. It certainly isn't something that's part of a normal workflow but would just work for all things apart from the TileMapCollider2D. We could have an option for that on the TileMapCollider2D that forces a recreation due to some speculative change but that would mean you get the hit of it being recreated and calculated when you load the scene. If that's a TileMapCollider2D then it won't be recreated due to some unknown tile colliderType change. This means it doesn't recreate the colliders that use it. The 2D SpriteShape package lends an organic, hand-crafted feel to projects by allowing you to tile Sprites along a path, rather than the typical grid pattern. Well know that if you're using the CompositeCollider2D, it works very hard to ensure that there's very little to do upon loading the scene. This tutorial has been verified using Unity 2019.4.14f1 LTS and 2D SpriteShape 3.0.14. Click to expand.I'm not sure I entirely follow what you're saying but I presume you mean changing the tile-asset then loading a scene and it changing with that physics change?
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |