Thanks - it might not be easy to do that because I have a runtime level editor which complicates a lot for sending a simple project over without all my source code. But the scene in action is very simple, which is why this is quite baffling. It’s 3 or 4 edge colliders and a box collider with a rigidbody. I’ve taken another screenshot (not a diagram drawn in Flash this time!) and a screenshot of the inspector window for an edge collider that’s behaving this way, so you can see the values. Hopefully that’ll help a bit.
There’s code for applying these edge collider points, but it’s wired into a couple of ease-of-use things that attempt to automatically decide what the edge collider’s points should be: I’m allowing the resizing of rotatable rectangles in my editor, and toggling the use of edge colliders on each side of the rectangle. I’m careful, though, about how edge colliders are then made up on such a rectangle. For example, if left-bottom-right is enabled on the rectangle, then it’s one edge collider that wraps round three sides, but if it’s a top-and-bottom rectangle being placed, it’s two separate edge colliders. Ignore that for now, though - like I said, the bug is taking place with one single rectangle-forming edge collider, the player starts on top of it and attempts to jump down one side of it and gets stuck on the floor even though the player should be outside its ‘box’ entirely.
So for a rectangle that needs all 4 sides as an edge collider, this happens:
edgeCollider1.points = new Vector2[ ] { bottomLeft, bottomRight, topRight, topLeft, bottomLeft };
edgeCollider2.enabled = false;
EXAMPLE:
Vector2 topLeft { get { return new Vector2(visualBounds.x, visualBounds.y + visualBounds.height); } }
The second edge collider used for top-and-bottom-only and left-and-right-only rectangles is turned off, and shortcut accessors for the corner points of the visual rectangle are used to create the list of points.
I imagine all of this shouldn’t matter too much though (it probably sounds all too complex at the moment for what you’re seeing on screen). I imagine it’s what the inspector shows that’s what matters, and that the green gizmo showing the rectangle as I know it should be. Here are some screenshots:
Edit: Note that the inspector being shown is for the edge collider the player’s colliding with in the other screenshot. Also, it has scale values set - not sure if that can affect the collision. Also, the player is using Continuous collision detection, and I’ll attach my Physics2D settings:

Thanks again.