Godot 4.5.1
Hi everyone! I'm making a platformer 2D. I have a tilemap as walls and ground, a CharacterBody2D as player, and a rigidbody as a crate.
When the crate reaches the split between the two tilemap colliders, the crate stops immediately and can't be pushed again in that direction. I can limit the case to occur by changing the friction and the bounciness, but It won’t prevent players to experience that issue at some point.
I can’t neither prevent the split between the 2 tileset collisionShapes happening, since that’s the game engine tileset bakery system output.
I changed biais resolvers, continiousCD, but without success.
The sole solution I have found s far is to remove tileset collisionShapes and overlap walls and ground tiles by a CollisionPolygon2D to have a better control over how the collisionShape is split. It works finely, but I don’t want to do that extra work on each levels.
Any idea about how to solve that issue ?

