Tile Map Collision

I have a large tile map that I stream dynamically. I am trying to create a collision system that works off of the tile data in the tile map(whether a tile is solid or not) instead of dynamically loading colliders for tiles on the screen. What I would like to do is test if where the player is moving to is going to be inside of a tile or not(i.e a collision) and if it is then stop the movement. But I cannot seem to find out how to “test” this kind of translation before actually committing the translate.Here is my current movement code.

private void Update() {
		float horizontalAxis = Input.GetAxis("Horizontal");
		float verticalAxis = Input.GetAxis("Vertical");

		if (Mathf.Abs(horizontalAxis) < axisThreshold)
			horizontalAxis = 0;
		if (Mathf.Abs(verticalAxis) < axisThreshold)
			verticalAxis = 0;

		Vector2 input = new Vector2(horizontalAxis, verticalAxis).normalized;
		if (input != Vector2.zero)
		{  
			//want to check if colliding with a boudning box here
			_transform.Translate(input * speed * Time.deltaTime);			
			
		}
		
	}

Your character should be based on a position in the array. Assuming a 2D array, where the character position is currently (x, y), you could check the tile to the immediate left, for example, by saying “if (tileArray[x-1, y] == passable)” and prevent movement in that direction if the tile is not passable.

–Eric