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)
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
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
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.