Hi! I am on a verge of creating a platformer game and wanted to separate my ground collisions from the wall collisions to be able to assign different layer groups inside unity. I’ve tried different ways to separate these groups into two but with no luck of getting it to work reliably.
Automapping is working really well, after giving all the rules:
1-should i do this using the native tile collision editor, and making some custom shapes to each tile to match the wall and the ground and adding a custom property that defines them? i dont know if this works or if this is going to show up properly inside the engine
2-should i do this using ubjects instead of native collisions from tiles? adding an auto collision mapping in another tmx file and having an output_groundcollisions and output_wallcollisions for this? I’ve tried but the problem is that each time im generating the map again, the objects generate on top of each other back again (even using deletetiles for this, i assume that it is because they dont treat objects as tiles)
3- is there any another easy or logical way to separate these two collision types for this?
Tiled 1.11.2

