Consider a simple 2D platformer. I have a BoxCollider2D
on the player object and a TilemapCollider
on the ground below(grid). I created a "jump" script for the player through which the player object jumps and comes back to the ground, clean. But when the player object goes relatively high and comes down with a high velocity, it doesn't collide with the ground(grid) instead it goes right through the tilemap collider and into the void.
How can this behaviour be prevented?