Man, I am so glad you made this tutorial, I was trying to find a way to adjust the spikes colliders in my game but I couldn't find any helpful videos. Thanks a lot and keep the good work!
Thanks! When the boxes were seperate the player kept getting stuck behind really thin invisible walls, but they dssapeared after adding a compsite collider.
now this is really an amzaing tutorial! i learned so much, thanks a lot! i would love to see the next video about the layer problem you showed at the end 🙏
Thanks. The next video was meant to be a video version of my older blog post (some people preferer watching to reading). Here it is: www.sunnyvalleystudio.com/blog/how-to-sort-sprites-in-unity
You can always create your colliders as separate Tilemap and instead of using tree tile as collision shape use something else. In general think about layering multiple tilemaps together.
Hey, are you still planning to release part 2? The collision and render order based on the direction the player is approaching from is what's been a pain in my side with unity tilemaps for the longest time. Really looking forward to seeing how you solved that!
Hey! Thanks for the feedback! I will be sure to plan this tutorial soon. I have a blog post about this issue based on which I will make a video so maybe it will help you: www.sunnyvalleystudio.com/blog/how-to-sort-sprites-in-unity
@@SunnyValleyStudio Please make a video about this topic. I'm struggling to dynamically display a character on top or below a tilemap tile based on the character Y position.
@Sunny Valley Studio The video was awesome and so the blog post, but please make a video about it, there's no sorta thing on youtube gamedev comunity and will be helpful for a lot of people
Great video. Small thing incase anyone else have this issue. I had to Remove: Composite Collider 2D Rigidbody2D Tilemap Collider2D to force a regeneration of the collider after editing the sprites Physical Shape. Disabling and reenabling the component didn't work for me.
Do you have Gizmos toggle on? It is the first icon on the top right of the scene view. Here is more info about it docs.unity3d.com/Manual/GizmosMenu.html
Strange. Which Unity version are you using? Maybe they have changed something. Feel free to join our discord (discord.gg/RQEtYHz) and let me know since I can sometimes forget to answer comments 🙂
@@SunnyValleyStudio It works now, i had to update aseprite importer, it worked on PNG files but not aseprite files, cause I did some research and found out only recently that there was a new version that turned on custom physics shape support on it.
Yes I think that is a limitation of those tiles. My own solution in my svstudio.itch.io/2d-procedural-island-unity-project was to manually place the appropriate tiles based on the rule tile result on a second Tilemap that was serving just as a collider (if that makes sense). Maybe you could modify / create your own RuleTile script. But that was the simplest solution that I could come up with.
Hey! It is just for the purpose of optimization. Check out the documentation to learn more about it docs.unity3d.com/Manual/class-CompositeCollider2D.html
Help me friend! I'm going crazy with the collisions in Tilemap. I have a cannon that shoots a bullet at the walls of a tilemap. The bullet bounces like a pool table. But the collison.transform.position and then the tilemap.WorldToCell(position) gives me the cell in the wrong grid. It doesn't return the cell where the collision occurred. I can even change the Vector3Int, but in collisions in the corner (diagonal) it does not return the correct tile.
Hey! I am not certain if I understand correctly but basic solution is always to tweak things until they work together. You bullet can have a separate smaller collider to collide with walls or I guess your wall can have a smaller collider (although its a lot of work). screenshots
In Unity 6 TilemapCollider2D has "composite Operation" setting that you need to set to Merge. Beside that I think other thins says the same. If that not the case feel free to ask this on my discord and provide some screenshots and I will do my best to help! 🙂
Man, I am so glad you made this tutorial, I was trying to find a way to adjust the spikes colliders in my game but I couldn't find any helpful videos. Thanks a lot and keep the good work!
I'm glad that my video has helped you :) Thanks for watching!
Wish I knew about custom physic sizes when started last project 🤦🏻♂️. Amazing video as always!
Thanks! When the boxes were seperate the player kept getting stuck behind really thin invisible walls, but they dssapeared after adding a compsite collider.
now this is really an amzaing tutorial! i learned so much, thanks a lot! i would love to see the next video about the layer problem you showed at the end 🙏
Thanks. The next video was meant to be a video version of my older blog post (some people preferer watching to reading). Here it is: www.sunnyvalleystudio.com/blog/how-to-sort-sprites-in-unity
@@SunnyValleyStudio this is absolutely great! thank you :)
Thx man! Was getting caught on diagonal tiles and you rlly helped
Glad I could help! 👍
Thanks alot, I didn't know the physics shape in the sprite editor; it's just what I needed :)
كيفك يسطا
Nice tutorial! Thanks! Now i'm trying to figure out how to make the top part of the trees and bushes with no collision .
You can always create your colliders as separate Tilemap and instead of using tree tile as collision shape use something else. In general think about layering multiple tilemaps together.
Hey, are you still planning to release part 2? The collision and render order based on the direction the player is approaching from is what's been a pain in my side with unity tilemaps for the longest time. Really looking forward to seeing how you solved that!
Hey!
Thanks for the feedback! I will be sure to plan this tutorial soon.
I have a blog post about this issue based on which I will make a video so maybe it will help you:
www.sunnyvalleystudio.com/blog/how-to-sort-sprites-in-unity
@@SunnyValleyStudio Please make a video about this topic. I'm struggling to dynamically display a character on top or below a tilemap tile based on the character Y position.
@@SunnyValleyStudio Yes me too please make second video if you can thanks for your help
@Sunny Valley Studio The video was awesome and so the blog post, but please make a video about it, there's no sorta thing on youtube gamedev comunity and will be helpful for a lot of people
@@SunnyValleyStudio for some reason the colliders aren't changing to the custom physics shape I made for some of them :/
thanks for the adjust part, i couldn't find it anywhere else
Glad it helpse!
Great tutorial, I didn't know about the physics shape in sprite editor.... helps a lot with one way platforms!
Glad it helped! Thanks for watching 🙂
The only tutorial that really solved my problem, im so grateful, thanks!!
Glad it helped 🙂
thanks. This helped me, im just having a issue with the collider sometimes ignoring the player collider but eventually i will find out the issue.
Glad to hear that!
Great video.
Small thing incase anyone else have this issue.
I had to Remove:
Composite Collider 2D
Rigidbody2D
Tilemap Collider2D
to force a regeneration of the collider after editing the sprites Physical Shape. Disabling and reenabling the component didn't work for me.
Thanks for letting me know 👍
The Beginn was bad, but the it was a great Tutorial. Good Job
Thanks for the feedback!
Nice tutorial
Thanks 👍
this is what I'm looking for. thank uuuuuu
Glad I could help!
Great tutorial, it's a very useful information. Thanks
Thanks for watching! 🙂
Very good tutorial. I didn't know such features exist.
Thanks for watching!
this is such a useful tutorial! it is exactly what I was looking for. thanks :)
I'm glad to hear that 🙂
thanks so much bro you are a life saver thx again
Glad to hear it!
This video really help me, thanks!
Glad it helped! Thanks for watching!
An excellent video - got me subbed, thanks!
Thanks for watching!
When I go into wireframe mode it does not show up and then you walk through the tile map thing that I made
Do you have Gizmos toggle on? It is the first icon on the top right of the scene view. Here is more info about it docs.unity3d.com/Manual/GizmosMenu.html
Thank you! It works now :)
Excelent work!
Very Informative Video🎉
Thanks a lot for watching!
But what if stairs were 3 tiles wide? Can we make it so that some sprites do not generate a collider?
If you don't add a tilemap collider or make a secondary tilemap with no collider you will have stairs that don't collide with anything.
Thank you!
Thanks for watching 🙂
teamo, eres un tipazo! muchas gracias
Thanks for watching! 👍
thx this helped me out a lot!!! :3
Thanks for watching! 🙂
not working idk why, wahtever i do custom physics shape not working
Strange. Which Unity version are you using? Maybe they have changed something. Feel free to join our discord (discord.gg/RQEtYHz) and let me know since I can sometimes forget to answer comments 🙂
@@SunnyValleyStudio It works now, i had to update aseprite importer, it worked on PNG files but not aseprite files, cause I did some research and found out only recently that there was a new version that turned on custom physics shape support on it.
I can't remove collider from sprite editor, how to remove it?
I am pretty sure that you can select each point and click DELETE or there might be in the top options / parameters bar to add / remove colliders.
I'm noticing with rule tiles, adjusting the sprite collider does not affect the rule tile collider? Any help on a fix or work around? Thanks.
Yes I think that is a limitation of those tiles. My own solution in my svstudio.itch.io/2d-procedural-island-unity-project was to manually place the appropriate tiles based on the rule tile result on a second Tilemap that was serving just as a collider (if that makes sense). Maybe you could modify / create your own RuleTile script. But that was the simplest solution that I could come up with.
thank you
I tried to use Composite Collider and it didnt collide at all, only top and bottom was added to collision. So i stayed in Collider 2D.
Hey! It is just for the purpose of optimization. Check out the documentation to learn more about it docs.unity3d.com/Manual/class-CompositeCollider2D.html
Thanks you!
thanks a lot man
You're welcome!
Thank you, I love you
Help me friend! I'm going crazy with the collisions in Tilemap.
I have a cannon that shoots a bullet at the walls of a tilemap. The bullet bounces like a pool table. But the collison.transform.position and then the tilemap.WorldToCell(position) gives me the cell in the wrong grid. It doesn't return the cell where the collision occurred.
I can even change the Vector3Int, but in collisions in the corner (diagonal) it does not return the correct tile.
Maybe this can help discussions.unity.com/t/how-to-detect-on-which-exact-tile-a-collision-happened/216779
It didn't. Actually the forum answer is incomplete and doesn't have any examples
When trying to add a point in the sprite editor to make a new corner it doesn't let me and the blue square just continues to hover around
Strange. I haven't encountered something like this before - well only when I was in a play mode and tried to modify something.
@@SunnyValleyStudio I checked online and I think it may be a problem with the unity version 2022.3.4f1
Getting this bug too! Super annoying!
Same super frustrating
@@theoingledew4031 I updated to Unity 2023.1.6f and the issue went away
Hey, great video once again ! Is it possible to request a tutorial somehow ? :D
Hey! Join the discord discord.gg/RQEtYHz there is a suggestion channel where you can let me know what interest you :)
if player Near the wall foot , the bullet gets caught in the wall .How do you fix that
Hey! I am not certain if I understand correctly but basic solution is always to tweak things until they work together.
You bullet can have a separate smaller collider to collide with walls or I guess your wall can have a smaller collider (although its a lot of work).
screenshots
Where is the second videeeeeoooooooo
thankyou :)
guys someone still here? i need help why in my tilemap collider 2d do not appear "used by composite"?
In Unity 6 TilemapCollider2D has "composite Operation" setting that you need to set to Merge. Beside that I think other thins says the same. If that not the case feel free to ask this on my discord and provide some screenshots and I will do my best to help! 🙂
nice video
Thanks for watching!
Second Video?
❤
Thanks for watching!
No entiendo el ingles, pero si que entendi como resolver mi problema, Gracias Peter Griffin
i cant creat a new blue square
You mean in the "custom Physics Shape" menu? Maybe there is something about it in the documentation docs.unity3d.com/Manual/CustomPhysicsShape.html ?
THANK YOU