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Question by Mornioas · Sep 24, 2019 at 01:25 PM · collider2dtilemappositioning

TilemapCollider2D positioning with isKinematic = true?

Dear experts,

My goal: I would like to use a tilemap script to generate a map with certain constraints. For example, all tiles within a player's spawn should for example be of tile 'grass' instead of 'rock' to avoid getting stuck in a collider.

To start I generate an array of 100x100 with either 1 or 0. 1 = tile (collider), 0 = no tile.

I can manipulate the array after it has been generated to turn all tiles around a player position to 0, however I find it a lot of work to loop through all cells around the player spawn cell and turn them to 0.

Solution?

I would like to draw an invisible circular 2d collider around the player, then check all tiles that collide with this circular collider (also within), then use this to turn those tiles to 0.

To get position information you cannot use isTrigger = true, but you can set isKinematic = true and find the points of the colliding objects.

How do i turn kinematics on when the tilemapcollider is generated?

I hope my explanation is sufficient. At the moment I am kind of stuck (in a collider haha).

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