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Cool game, liked the pixel art especially those background trees (though they are bloody enormous). I appreciated the sheep radar that popped up eventually. The parallaxing effect on them though is really jerky when you're moving quickly.

I'm not sure why your character bumps off the ground so much. When I've used unity tilemaps in the past I've never had that problem. Are you using a tilemap collider combined with a composite collider? Are all your tile assets the same size? When you're importing the tiles, are you slicing them according to grid rather than automatic?


Thank you for playing the game and giving feedback.

I'm sorry that the character bumps so much. I'm aware of that problem but I don't know how to fix it since I don't know what to search for.

The problem is that some tiles are slightly jotted out because they are technically separate objects. In the past it's even worse as sometimes you can get stuck when walking - I partially solved it by changing the player's bottom collider with circle, and the result is the bumping everybody experiences.

You never had that problem? I think I really need some help here... I'm using tilemap collider with no composite collider. All my tile assets are the same size. I slice them manually according to grid size (32 x 32). Additional probably unrelated information I downloaded and used the 'rule tile' (autotile) asset for the game. If you can tell me on what I did wrong I will highly appreciate it.


I don't know much about the ruletile asset, but this is what I usually do for tilemaps:

  1. Create assets at all the same size in the same file, power of 2 sizes (Which it sounds like you did)
  2. Import the asset, set sprite mode to multiple, open sprite editor
  3. Slice by grid size (Which it sounds like you did)
  4. Create the tilemap with a tilemap collider and a composite collider. Check the option in tilemap collider "Use by composite." This causes the tilemap to become one large collider instead of many small ones, and I'm hoping this solves the problem.
  5. Add asset to the palette and build the tilemap.

Also, I noticed your character is getting stuck on walls. You can add a physics material 2d to your character with zero friction to allow the character to slide on walls.

I think I will try the composite collision thingy as soon as I get home today - hopefully it works. I thought the only possible solution is to put large collision boxes manually.

Character getting stuck in the wall is also the tile collision problem. Those slightly jotted out tiles sometimes cause your head to bump when jumping, and can also get you stuck. I have put slippery material onto my player and the tilemaps.


Thank you very much, your method worked. I had to change my ground checking method tho since for some reasons my OverlapArea can't recognize the composite collider of the tile map... But on the flip side since now all the tiles are united I can just use the much simpler OnTriggerEnter2D and OnTriggerExit2D ^^


Awesome, glad I could be of help! 

Well I'd be damned. I fixed that issue but I got alerted that other issues suddenly showed up. Apparently players can sink to the ground in the new "fixed" version - the issue didn't  come up when I tested it so it was a huge surprise. Oh well, I guess it's time to say goodbye to Unity. I'm moving to Godot.

Is it only sinking into the ground when you jump from large heights? If you make the rigidbody2d have continuous collision detection it might solve the problem. (Rigidbody2D -> Collision detection -> Continuous)


Well I for some reasons couldn't recreate the bug - but from the screenshot one of my friend gave me it couldn't have been due to a large fall due to the location where he sank.  Tried to fall from a high place and didn't sink either. My friend said he was just walking around lol

Oh well don't think I'm going to be updating this game anymore, but I guess I will do as you suggested and change player's rb2D to Continuous and reupload it.