During playtesting, we encountered two significant physics issues: the player sticking to vertical walls while holding left/right mid-jump, and collider jitter when sliding across tilemap seam junctions. Additionally, we needed one-way platforms (ladders and shelves) that the player could jump up through but land on top of.
We resolved the wall-sticking bug by applying a custom, zero-friction 2D Physics Material to the player's lateral capsule colliders. Corner and seam jitter was cleaned up by switching our grid layout colliders to use a CompositeCollider2D, combining individual tile colliders into a single continuous shape. Finally, we set up one-way pass-throughs using Unity's PlatformEffector2D component, which limits collisions to the upper edge of platforms and allows vertical pass-through when jumping from below.