I’m trying to use a tilemap, and it seems like they support different tiles having different collision groups, but I can’t get it work. My collision object uses all of the tiles, no matter what group I have them set to in the Tilesource. In fact I can delete all the collision groups in the Tilesource and nothing changes. Only the settings on the collision object, and which tiles exist seem to matter.
At the moment I just want my floor tiles to have no collision and my walls to have static collision in the group “walls”. Is there some way to do this?
Whew, well I figured it out. I compared it to your LD36, “Ancient Technology” example. It wasn’t anything obvious, but apparently there is some sort of size limit? I had set corner tiles to establish a large area (512x512, a bit excessive). With those there, both the “floor” and “walls” collision groups were solid to my player. I removed the corner tiles and then the collision worked—open “floor” and solid “walls”