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Tilemap Collider 2D doesn't generate Colliders for Sprites when at least one of their dimensions is 1 pixel



How to reproduce:
1. Open the attached "1243885 repro" project
2. Open the "SampleScene" from Assets > Scenes folder
3. Change the Shading mode of the Scene view to Wireframe
4. Select "Grid" from the Hierarchy window

Expected result: all 3 Sprites in the Grid have a Collider
Actual result: 1x1 and 1x2 Sprites in the Grid don't have a Collider

Reproducible with: 2017.4.40f1, 2018.4.23f1, 2019.3.14f1, 2020.1.0b9, 2020.2.0a11

  1. Resolution Note:

    There is a limitation in the algorithm that determines the sprite mesh outline which isn't only limited to 1x1 texel. This "initial guess" at an outline should always be edited by the user because it is a rough approximation only and can either be too crude or too complex but sometimes acceptable. In this instance, it's a limit of the algorithm. The issue is not with physics but with the sprite mesh generation code that the physics shape shares. The issue is not related to Tilemap but applies to PolygonCollider2D, TilemapCollider2D etc.

    The 2D team feel the risk is too great to make significant modifications to allow this edge-case to be caught. It's recommended that the user edit the physics shape in the Sprite Editor.

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