The Tilemap Collider 2D component generates collider shapes for tiles on a Tilemap component on the same GameObject. When you add or remove tiles on the Tilemap component, the Tilemap Collider 2D updates the collider shapes during LateUpdate
. It batches multiple tile changes together to minimize the impact on performance.
プロパティ | 説明 | |
---|---|---|
Max Tile Change Count | Set the maximum number of tile changes (such as adding/removing tiles to the tilemap) to accumulate before doing a full collider rebuild instead of an incremental rebuild. Note: A high number of accumulated changes can cause the incremental rebuild of the Tilemap Collider 2D to be slower than a full rebuild. Decrease this value to resolve this issue. |
|
Extrusion Factor | Set the amount (in Unity world space units) to extrude the collider shape of each tile. This minimizes the gaps between the collider shapes of neighboring tiles and brings them to within the minimum Vertex Distance set in the Composite Collider 2D component., which can then compose the tile colliders together. Note: This property isn’t available by default. It becomes available when you select a Composite Operation and attach a Composite Collider 2D to the same GameObject. |
|
Material | 摩擦やバウンスなどの、衝突のプロパティを決定する Physics Material 2D を選択します。 | |
Is Trigger | Enable this if you want this Collider 2D to behave as a trigger. The physics system ignores this collider when this is enabled. | |
Used by Effector | 有効にすると、アタッチされている Effector 2D が、この Collider 2D を使用します。 | |
Composite Operations | Select the composite operation used by an attached Composite Collider 2D component. Note: When you select any operation besides None, the following properties—Material, Is Trigger, Used By Effector, and Edge Radius—become controlled by the attached Composite Collider 2D component and are no longer available in this collider’s properties. |
|
圧縮なし | Select this to have no composite operation take place. | |
Merge | Select this to have this composite operation compose geometry using a Boolean OR operation. | |
Intersect | Select this to have this composite operation compose geometry using a Boolean AND operation. | |
Difference | Select this to have this composite operation compose geometry using a Boolean NOT operation. | |
Flip | Select this to have this composite operation compose geometry using a Boolean XOR operation. | |
Offset | Collider 2D ジオメトリのローカルオフセット値を設定します。 | |
Layer Overrides | レイヤーのオーバーライド設定を展開します。 | |
Layer Override Priority | この Collider2D が、‘自身と他の Collision2D との接触が起こるべきかどうか’ について相反する決定が発生した場合の解決に使用する、決定の優先順位を割り当てます。詳細は API のページを参照してください。 | |
Include Layers | 他の Collider2D との接触が発生するかどうかを決定する際にこの Collider2D が含むべき、追加のレイヤーを選択します。詳細は API のドキュメントを参照してください。 | |
Exclude Layers | 他の Collider2D と接触するかどうかを決定する際にこの Collider2D が除外すべき、追加のレイヤーを選択します。詳細は API のドキュメントを参照してください。 | |
Force Send Layers | 他の Collider2D とのコリジョン接触中にこの Collider2D が力を送ることができるレイヤーを選択します。詳細は API のドキュメントを参照してください。 | |
Force Receive Layers | 他の Collider2D とのコリジョン接触中にこの Collider2D が力を受け取ることができるレイヤーを選択します。詳細は API のドキュメントを参照してください。 | |
Contract Capture Layers | この Collider2D と接触する他の Collider2D のレイヤーで、キャプチャされるものを選択します。詳細は API のドキュメントを参照してください。 | |
Callback Layers | この Collider2D が他の Collider2D との接触中に衝突を報告したりコールバックをトリガーするレイヤーを選択します。詳細は API のドキュメントを参照してください。 |
The collider shapes generated for each tile in the tilemap depend on the desired Collider Type set in the Tile Asset’s properties. The component’s shape generation behavior corresponds to the Collider Types in the following ways:
Collider Type | 機能 |
---|---|
圧縮なし | The Tilemap Collider 2D component does not generate any collider shapes for this tile. |
スプライト | The Tilemap Collider 2D component generates a collider shape based on the sprite assigned to the tile. The collider shape is based on the Custom Physics Shape set for the sprite. |
Grid | The Tilemap Collider 2D component generates a collider shape based on the shape of the Grid cell, which is determined by the selected Cell Layout of the Grid component. |
You can use the Tilemap Collider 2D component together with the Composite Collider 2D component. When you add both components to the same tilemap, Unity composites the collider shapes of neighboring tiles together. This smoothens the corners and edges between collider shapes in neighboring tiles.
Using both components together reduces the number of individual collider shapes involved in a physics update, which reduces the amount of calculations required, and minimizes the impact on performance.
If you require immediate changes to happen to the collider, use Tilemaps.TilemapCollider2D.ProcessTilemapChanges to process them immediately. You can use Tilemaps.TilemapCollider2D-hasTilemapChanges to check if any processing is required.
TilemapCollider2D
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