TILE MAP COLLIDER 2D NOT WORKING IN ANDROID BUILD

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tilemap collider 2d works fine in editor but not not working in android build . i am using unity 2019.4.29f1

Make sure you are letting physics move your objects in ALL cases, and if you are moving them yourself that you ONLY do so by the .MovePosition() and .MoveRotation() methods.

Any attempt to manipulate the transform directly WILL bypass physics and you WILL miss collisions.

yes , i am moving my player with rb.moveposition method

It’s like taking your car to the garage and saying “it’s not working”; they’d need something more specific to go on.

Please provide some clarification showing a video, image or some context of what “not working” means then we can perhaps help.

i have a same problem can any one help please
the tilemape collider2d woks on editor but not working on android after builden it

that is my code

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class playerController : MonoBehaviour
{private Rigidbody2D rb;
private Transform tr;
public Joystick joystick;
public Button button;
private Animator anim;
public float Speed;
public float JumpF;
public float DjumpS;
public bool DjumpC;


public Transform groundCheck;
public float checkRadius;
public LayerMask whatISground;
public bool isGrounded;
public playerController instance;

    // Start is called before the first frame update
    void Start()
    {

    rb=GetComponent<Rigidbody2D>();
    tr=GetComponent<Transform>();
    anim=GetComponent<Animator>();
            joystick = FindObjectOfType < Joystick > ();
                        button = FindObjectOfType < Button > ();
button.onClick.AddListener(()=>Jump());
    }

    // Update is called once per frame
    void FixedUpdate()
    {isGrounded=Physics2D.OverlapCircle(groundCheck.position,checkRadius,whatISground);
     
     
      if (isGrounded){ anim.SetBool("dj",false);}
        var move=joystick.Horizontal;
        transform.position+=new Vector3(move,rb.velocity.y,0)*Speed*Time.deltaTime;
         if (move>0){transform.localScale=new Vector3 (0.06f,0.06f,0.06f);}
       else if (move<0){transform.localScale=new Vector3 (-0.06f,0.06f,0.06f);}
       anim.SetFloat("run",Mathf.Abs(move));
    }

    public void Jump(){instance=this;
        if(isGrounded){
            rb.velocity=new Vector3(rb.velocity.x,JumpF,0f);
            DjumpC=true;
          
        }
       else if(!isGrounded&&DjumpC){
            rb.velocity=new Vector3(rb.velocity.x,DjumpS,0f);
            DjumpC=false;
            anim.SetBool("dj",true);
        }
       
    }
   private void OnCollisionEnter2D(Collision2D other){if(other.gameObject.tag=="movingplatform")transform.parent=other.transform;}
      private void OnCollisionExit2D(Collision2D other){if(other.gameObject.tag=="movingplatform")transform.parent=null;}

}

@joud666fa Is “Generate Physics Shape” turned on for the Texture of the Sprites used in the Tilemap (Unity - Manual: Texture types) ?

Please don’t duplicate your posts: https://discussions.unity.com/t/893653

Please just create your own thread. A thread title with a similar sounding symptom doesn’t mean the cause is the same.

Thanks.

NO ITS NOT

Have you tried turning it on? I see you just posted: tileMapCollider2d is notwokng on android - Unity Engine - Unity Discussions

OMG its working i had to turning it on Generate Physics Shape THNX ALOT GUYS YOU ARE AWSOME

thanx so much my problem SOLVED!!