I think I understand how tilemap collision basics work, what I’m having trouble with is that my player sprite is able to sort of push through the collision boxes a little bit. Which is the white part here because I want to give the “going behind objects” illusion
I wonder if it has something to do with the fact that I have my player move with a vector and never check what’s ahead of it
For context my player will be able to get upgrades to increase their move speed so I can’t just increase the collision box size, otherwise the same problem will happen.
With Physics (or Physics2D), never manipulate the Transform directly. If you manipulate the Transform directly, you are bypassing the physics system and you can reasonably expect glitching and missed collisions and other physics mayhem.
This means you may not change transform.position, transform.rotation, you may not call transform.Translate(), transform.Rotate() or other such methods, and also transform.localScale is off limits. You also cannot set rigidbody.position or rigidbody.rotation directly. These ALL bypass physics.
Always use the .MovePosition() and .MoveRotation() methods on the Rigidbody (or Rigidbody2D) instance in order to move or rotate things. Doing this keeps the physics system informed about what is going on.