Skip to content

Add tilemap modifier support for Physics Colliders#244

Open
NeoKuro wants to merge 1 commit intoh8man:masterfrom
NeoKuro:master
Open

Add tilemap modifier support for Physics Colliders#244
NeoKuro wants to merge 1 commit intoh8man:masterfrom
NeoKuro:master

Conversation

@NeoKuro
Copy link

@NeoKuro NeoKuro commented Feb 15, 2026

Fixes a bug where any Tilemap Modifier component settings were ignored when Use Geometry=Physics Colliders was set.

Copy link
Owner

@h8man h8man left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Your MR mixes physics and renderer collection that will lead to problem.
Are you willing to spend some time and create a better solution with "source override" per modifier?


private static void CollectTile(Tilemap tilemap, NavMeshBuilder2dState builder, Vector3Int vec3int, Vector3 size, Mesh sharedMesh, Quaternion rot, ref NavMeshBuildSource src)
{
if (!builder.overrideByGrid && tilemap.GetColliderType(vec3int) == Tile.ColliderType.Sprite)
Copy link
Owner

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

There no option to collect physics from tilemap, except from collider, and collider doesn't have tilebase context.
TilemapModifier is a special case for Renderer Meshes or Boxes.

Can you describe why you need both physics and render meshes in one bake? There better and clean solution that we can implement, just use Source per Modifier

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants