Set_tile is not removing the collision from a tile

I’m currently working on a game with a procedural world being developed, to do this I am using the ‘tilemap.set_tile’ function and am running into an issue where removing a tile (setting it to 0) does not remove the physics object from the tile map.

I’ve found older posts talking about it where the bug has been fixed here: TileMap collisions are not removed/changed when set_tile is used (#4829)

and here: Tilemap collision shape doesn't update w/ set_tile

But I am still encountering this issue. I am using the most up-to-date version of defold available (1.2.180). Am I doing something wrong? Is there a command or function I need to do to refresh the physics on a tilemap?

1 Like

Update: I’ve found that it only effects tiles on the edge of the tilemap. If I move the tiles in 1 unit (spawning them at 2 instead of 1) then I have no issues. This is a work around that will work for me but is still confusing none-the-less.

3 Likes

GitHub issue: https://github.com/defold/defold/issues/4829