FazBrowse GitHub Viewer | Trending |
URL:
| Home
Tools: [Download Repo ZIP]   [Original HTTPS Page]

Add tilemap modifier support for Physics Colliders by NeoKuro · Pull Request #244 · h8man/NavMeshPlus · GitHub

Add tilemap modifier support for Physics Colliders - #244

Open
NeoKuro wants to merge 1 commit into
h8man:masterfrom
NeoKuro:master
Open

Add tilemap modifier support for Physics Colliders#244
NeoKuro wants to merge 1 commit into
h8man:masterfrom
NeoKuro:master

Conversation

NeoKuro commented Feb 15, 2026

Copy link
Copy Markdown

Fixes a bug where any Tilemap Modifier component settings were ignored when Use Geometry=Physics Colliders was set.

h8man left a comment

Copy link
Copy Markdown
Owner

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Choose a reason Spam Abuse Off Topic Outdated Duplicate Resolved Low Quality

Your MR mixes physics and renderer collection that will lead to problem.
Are you willing to spend some time and create a better solution with "source override" per modifier?


private static void CollectTile(Tilemap tilemap, NavMeshBuilder2dState builder, Vector3Int vec3int, Vector3 size, Mesh sharedMesh, Quaternion rot, ref NavMeshBuildSource src)
{
if (!builder.overrideByGrid && tilemap.GetColliderType(vec3int) == Tile.ColliderType.Sprite)

Copy link
Copy Markdown
Owner

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Choose a reason Spam Abuse Off Topic Outdated Duplicate Resolved Low Quality

There no option to collect physics from tilemap, except from collider, and collider doesn't have tilebase context.
TilemapModifier is a special case for Renderer Meshes or Boxes.

Can you describe why you need both physics and render meshes in one bake? There better and clean solution that we can implement, just use Source per Modifier

This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants


Back | FazBrowse Home | New Git URL