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I have a tilemap with square tiles and collision polygon of same size made in it. A ball ( rigidbody2d with circular collision shape ) can collide with it. Whenever the ball collides at the point of joining of two tiles , the ball bounces back in a different direction than the expected . Is the problem caused due to the uneven edges of tiles or something like that?. How can it be managed to get accurate ball paths ? ( like same angle of incidence and angle of reflection).