/// <summary>
        /// Disables colliders of individual tilemaps in a given room template.
        /// The goal is to try to keep triggers functioning.
        /// </summary>
        public static void DisableRoomTemplateColliders(GameObject roomTemplate)
        {
            var tilemaps = PostProcessUtils.GetTilemaps(roomTemplate, x => x.IgnoreWhenDisablingColliders);

            foreach (var tilemap in tilemaps)
            {
                // Iterate through all the colliders
                foreach (var collider in tilemap.GetComponents <Collider2D>())
                {
                    // If the collider is not used by composite collider and it is not a trigger, destroy it
                    if (!collider.usedByComposite && !collider.isTrigger)
                    {
                        Destroy(collider);
                    }
                    else if (collider.usedByComposite)
                    {
                        // If the collider is used by composite but that composite does not exist or is not a trigger, destroy it
                        if (collider.composite == null || !collider.composite.isTrigger)
                        {
                            Destroy(collider);
                        }
                    }
                }
            }
        }
        /// <summary>
        /// Disables tilemap renderers in a given room template.
        /// </summary>
        public static void DisableRoomTemplateRenderers(GameObject roomTemplate)
        {
            var tilemaps = PostProcessUtils.GetTilemaps(roomTemplate, x => x.IgnoreWhenDisablingRenderers);

            foreach (var tilemap in tilemaps)
            {
                var tilemapRenderer = tilemap.GetComponent <TilemapRenderer>();
                Destroy(tilemapRenderer);
            }
        }