Building Tile Worlds · Version 0.5
Tile Collision
Turn collision on per layer and optionally refine a tile’s collision rectangle.
Tile collision is enabled independently for each tile layer. When collision is active, every occupied cell on that layer uses a full-cell collider by default.
This works well for:
- Walls
- Cliffs
- Water boundaries
- Solid furniture
- Map edges
A tile definition can provide a smaller tile-local collision rectangle when the artwork does not fill the complete cell.
Recommended workflow
- Keep visual ground and blocking terrain on separate layers when practical.
- Enable collision only on layers that should block movement.
- Enter Play Mode and walk along corners, narrow paths, and transition points.
- Refine tile-local rectangles when a full cell feels too restrictive.
Tile collision participates in the same scene queries used by runtime movement and interactions.