This is in regards to something like a sidescroller where you have a tiled map where each tile uses a 2d box collider.
If you use a 2d circular collider as an example for your character, as it rolls across a series of tiled 2d box colliders, it will occasionally collide with the seams between tiles rather than rolling smoothly across them.
In my scenario here, the tiles are 1x1 units snapped directly adjacent to each other. When rolling a 2d circular collider across a row of tiles, it goes mostly smooth but the more force applied, the greater chance of the circle flying up into the air rather than it's y staying the same as it rolls across them.
The obvious conclusion I had was to use edge colliders instead which works fine, but I'm hoping to find a way to completely eliminate this problem even with just 2d box colliders.