I have simple character with rigidbody and 2d box collider attached and tiles with applied tilemapcollider 2d. How to prevent character from falling through tiles sometimes? Falling occurs not only on tilemap collider but other sprites with attached colliders. In addition player collider falls into tiles collider and moves back on top of the tiles. On rigidbody i have applied continuous collision detection, interpolation, but changing to other option doesn’t make much effect.
Interpolation has nothing to do with physics and won’t affect it, it’s purely a rendering thing as it modifies the Transform only between physics updates. Continuous collision should not allow this and I’ve not seen it fail.
Ensure that the Animator isn’t modifying the Transform in any way. It’d be interesting to know what collision shapes the TilemapCollider2D is using.
If you still feel this is a bug then please submit a bug report so we can investigate.
Thanks.
yea a similar thing has been happening with my project as well. Player character seems to fall through tiles when landing between 2 tiles at a velocity of around -20 in y axis. my character is using a capsule collider 2d and the tile has been set to use the collision type as Grid.Collision Detection was set to Discrete
The only details that matter are that you’re using Discrete on a fast moving (20 m/s) body so depending on the sizes of the colliders involved, you can easily step over colliders. This is why continuous should be used for fast moving stuff but it’s more expensive to calculate the exact poing of collision so should be only used where needed.
I have the same problem when I use high jump power. Is there a way to have high jump power and make the colliders(Tilemap/Composite) of the platform nevertheless working?
I had a similar problem and in my case changing the colision detection to “continouse” helped.
This worked