2 gameobjects, with a sprite and a box collision object, I create a bigger box than the sprite for testing, the gameobject A goes to B, but dont get a message until they are into the other. Then I try putting the box , above the sprite, same behaviour,(the normal would be, not collision)
whats happening?
edit: the problem is that the box collider has diferent size in editor and in runtime…
how can I use the collision shape of the tilesource of the sprite?
Yes there is a discrepancy between editor and runtime if you don’t scale uniformly. The runtime only does uniform scaling (using the smallest of x, y, z scale) while editor shows non-uniform scaling. We are bringing this issue into our next sprint (starting on Monday) to make sure that the editor shows the same as the engine.
A tilesource doesn’t have a collision shape. Tilemaps does however trace collision shapes based on the actual pixel data. If you want collisions for a sprite when using a tilesource you need to add a collision component and some shapes that roughly covers the pixels of the sprite.
thats the point, when Im adding the collision object, in the property collision shape, only accept a tilemap, not the tilesource (for exameple , the previous spritesheet, with the collisions)…
A sprite needs either an atlas or a tilesource as input.
You can NOT use the tilesource as a collision shape. If you want to define a collision shape for a sprite you do this by adding a collision component and box and sphere shapes.