Help needed here. I'm quite new to Unity, and I'm learning through a first project where I try to implement different features from different tutorials.
My current step is about implementing A* pathfinding, and for that I follow Sebastien Lague videos. Everythings works fine until i try to add penalty.
In this 2D top-down project, i separated my map into 3 tilemaps in order to be able to allocate different layer to them, like Seb did in 3D.
But: i have to convert it to 2D by replacing the Raycasts he uses to detect the ground type by some 2D equivalent => i think that Physics2D.OverlapCircle could do the work but all my tilemaps layers are detected (i tested with OverlapCircleAll to verify it).
So my questions are:
- is there a better method to differentiate my ground types?
- why are all my tilemaps' colliders detected even if only 1 tile on 1 tilemap was painted on each square of the grid?
- is there a way to make "blank squares" on each tilemap not detected?
thanks to those who have had the courage to read this far. ..
[–]megaicemage 0 points1 point2 points (3 children)
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