This is an issue that’s hampering our ability to create a good and fast workflow based on prefab tiles. Even though each tile’s collider absolutely meets the other perfectly, Unity will still sometimes get caught on their edges when sliding from one collider to the next. This doesn’t make any sense, especially considering it is random. (also, using a Circle collider isn’t an option for the style we’re going for. Or at least, it would immensely complicate things.)
Changing the Physics2D global settings doesn’t affect it either. Tried pumping the Velocity and and Position Iterations up into the hundreds, no change to this issue. Hell, even if the colliders are interpenetrating eachother, it still happens.
I’ve attached a project with a tiny little game I whipped up to illustrate the issue better.
Play online:
http://dl.dropboxusercontent.com/u/14765241/GlitchGuy/GlitchGuy.html
1482061–82153–$2DCollider_Glitch.zip (547 KB)