Hello again,
I'm using latest Unity with latest TK2D as of today. I have a tilemap consisting of 64x64 tiles. Then there is a ball colliding inside it. Everything has been fine until I found that if I have a slope of tiles (I rotate the gravity vector and the camera to "rotate the scenery" and make the ball roll) with some of them flipped and some of them not, the sphere collider of the ball seems to find hidden edges between the tiles, and it kind of jumps and collides strangely. The tiles all have a trimmed box as collider, and if the slope of tiles shares the same "rotation" (flip) among all the tiles composing it, then the collision is smooth and the ball rolls fine as it should. But if some of the tiles are flipped in one direction and others in a different one, then the ball collides wrong when passing over the union between two differently flipped tiles.
I'm not sure if I have been able to explain it in a clear way ?
Thank you very much in advance!