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

  1. Keep visual ground and blocking terrain on separate layers when practical.
  2. Enable collision only on layers that should block movement.
  3. Enter Play Mode and walk along corners, narrow paths, and transition points.
  4. 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.