Unity 2D 2017.2.0.b10 Tile Collider not working on build

I’ve made a tilemap with the new Tile Pallete in unity. I’ve created different layers with tile collision. When I test this in the Editor the Tile Collider works fine(player collides with it). But when I build the game the Tile Collider Doesn’t seem to work(the player does not collide with it, it collides with normal box/circle colliders but not with the Tile Collider).

Does someone has a solution to let the tile collider work on the build(windows 64Bit)

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I just started trying out the 2017.2 betas because I heard they had tile map support. Having the same issue, tilemap colliders work in editor but not in builds (webgl and mac).

Also, the webgl build download does not install on my mac, had to use cloud build

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I’m having the same issues. Any idea what’s going on?

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You will need to Mark the all the texture type Advanced and there is a Checkbox Enable Read/Write. Make sure that is Checked. It will take a while, depending on the size of your game data. After that build the game and it should work fine.

Also when you are building for testing, use Development Build in your Build settings. With that build, you can get a Log of errors and problems while running the game. It will make debugging easy.
and sorry for my bad English lol

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Mark All textures as Advanced and Enable Read/Write. It should work.

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That did the trick. Thanks a lot!

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Thank you, this worked for me too

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Legend! Thanks!

Note that as of 2019 you should use physics shapes i.e. shapes associate with the sprites. You can edit these in the sprite editor. These are available in a player build and continue to work with tiles etc. AFAIK when you enable read/write on a texture you’re forcing it into memory on the device; something which you probably don’t want to do, especially if it’s just to get the outlines. Also, using physics shapes mean they don’t have to be calculated at runtime either.

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Hey @MelvMay thanks for your help! I’ll look into it and change it to avoid forcing it into memory.