Tilemap collider

Hi, I’m newbie in Unity and need help with this situation. The problem is that I have three Tilemaps there, one for ground that player can move on (that is the grass), second is ground that looks like dirt and player can’t step on that, so I putted collider there, but I have third Tilemap there and that is Tilemap with blocks player can move with (yellow block with arrows), but with the dirt ground collider, I cant step on it. Is there a way to remove colliders on dirt blocks with the yellow blocks on it?
[202582-image-2022-12-04-113831215.png |202582]

Hi, Slavkorn
The only solution I can think of is to make a script ofr your yellow block and check if it is colliding with the dirt blocks. If yes then make the collider of the dirt blocks isTrigger if not make isTrigger false. Also, you need ot make a few settings first both objects must have a rigidbody. You may make dirt blocks rigidody is trigger but (as you are attaching scrit to the yellow block) the rigidbody of your yelow block must be non-kinematic. Here is the code:

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

[RequireComponent(typeof(Rigidbody))]
public class collideCheck : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        
    }

    private void OnCollisionEnter(Collision collision)
    {
        if (gameObject.GetComponent<collideCheck>()!= null)
        {
        collision.gameObject.GetComponent<BoxCollider>().isTrigger= true;
        Debug.Log("q");
        }

    }

    private void OnCollisionExit(Collision collision)
    {
        if (gameObject.GetComponent<collideCheck>() != null)
        {
            collision.gameObject.GetComponent<BoxCollider>().isTrigger = false;
            Debug.Log("Q");
        }
    }
}

If you wanna ask something else,please feel free to ask.