Small bug I discovered in unity when using Composite Collider with Tilemaps

Ok I could not figure out why my enemies would walk in the air or I could stand a full tile above lava, I used lava instead of water and animated rule tile too :).

What I discovered may help others especially those new to tile map or unity in general. The tile map when selecting the foreground layer was clearly showing a collision border where old tiles once were. I tried all kinds of solutions. Reloading the scene, closing reloading the editor, making sure it was actually erased with the eraser tool with tile palette tool, etc.

The FIX: Highlight the tile map layer of issue, my case foreground then simply uncheck controlled by composite in your 2D tile map collider component. Re-check used by composite and tada it refreshes the collider map to match what is actually in the layer.

I hope this helps you guys cause this one drove me nuts walking all the paths to a solution including looking through the different topics here. I am using unity 2019.1.3f1 so this is a pretty current build as of this post to have this issue.

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