I can’t say I have a writer’s block if I don’t even try writing. So here goes nothing.
I have been working on a platformer, my partner in this doesn’t know how to use Unity, so finding a middle point has been hard. We need to design a level in the most pixel perfect way with tiles, at the same time handle the collisions. Should I have one collider for every tile? That would clearly generate some problems in performance. Should I set big polygon colliders for each section?
That could bring some tedious work and any modification would be a pain in the mousse.
So how did I resolve the problem with making a perfect level with good collisions, easily modified and having good collisions?
Easy, with Tiled2Unity. Tiled is a generic level editor which brings a collision setting. Just like Ogmo or any level editor you used. Tiled2Unity is a software which converts that map into one or more meshes with a polygon collider for each one, simplifying everything.
It gives you a prefab with everything setted up. Really marvelous.