Hi,
I'm having some trouble to detect tile colliders in a tilemap (using Unity 4.3.1 and tk2d 2.3.0)
The scenario:
-I created a new Unity project with 2D settings.
-Created a simple sprite collection with 50x50 pixel sprites and set colliders on the sprites. Using Physics2D engine.
-Created a tilemap and painted some tiles on Layer 0.
-Also, for testing, I created a tk2dSprite using the same sprite from the collection as I used to paint on the tilemap.
* Both tilemap and sprite are on the Default Unity layer.
I need to detect whether a world point is over a tile collider. I tried using Physics2D.OverlapPoint() and Physics2D.GetRayIntersection().
Both functions return correct results when used over the tk2dSprite, but they return nothing (or null) when used over the tilemap.
* If I set the Sprite collection to use Physics3D engine, I can detect colliders on the tiles with function Physics.Raycast() (it works fine)
but I need to use the 2D physics...
Any idea why the Physics2D functions are not working on a tilemap? Maybe I missed something when creating/setting the tilemap?
Or is it just a bug?
Thanks!