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Tile based game edge blending
Tile based game edge blending









tile based game edge blending

Decrease this value to resolve this issue.

tile based game edge blending

TILE BASED GAME EDGE BLENDING FULL

The maximum number of Tile changes (such as adding/removing Tiles to the Tilemap) to accumulate before doing a full Collider rebuild instead of an incremental rebuild.Ī high number of accumulated changes can cause the incremental rebuild of the Tilemap Collider 2D to be slower than a full rebuild. Tilemap Collider 2D properties Tilemap Collider 2D window Property It batches multiple Tile changes together to ensure minimal impact on performance. When you add or remove Tiles on the Tilemap component, the Tilemap Collider 2D updates the Collider shapes during LateUpdate. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary component on the same GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary on a Tilemap A GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info See in Glossary shapes for Tiles A simple class that allows a sprite to be rendered on a Tilemap. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. The Tilemap Collider 2D component generates Collider An invisible shape that is used to handle physical collisions for an object.











Tile based game edge blending