1 - I want the Physics behavior to work correctly with Tilemap Collision Mask objects.
2 - I am developing a platform game that features objects using the physics behavior. For optimization purposes, my environment is made with a Tilemap. However, I am unable to apply the Physics behavior to the Tilemap Collision Mask. The physics engine considers the entire map’s size rather than the collision of individual tiles.
When I add Physics to the Tilemap Collision Mask, the objects remain around the object and do not interact with the requested Collision Mask.
mmm…i don’t think it is doable since the physics behaviour consider your tilemap as a single object…thaz why it falls entirely down…also physics collisions arent compatible with platforms collisions…they have their own collisions system
i may be wrong tough.
I only tested the platformer behaviour and it works as long as u declare correctly the collision tiles with Tiled…
but for the physics one i don’t think it gonna works…for individual tileset
Yes, that’s the problem I’m having. In order to create a scenario with some physics objects, I need to create several objects in my scene with static physics behavior to replace the collision with tilemap. However, I’m working on a much more elaborate game and I need a considerable optimization. A feature that could make this collision with the scenario using physics would be ideal. A single object in the scene for the entire scenario.
The solution would likely be to create a specific behavior for the Tilemap Collision Mask that performs a “conversion or check” of the tile collision, making it compatible with the physics behavior.