Circle Collider 2D travelling the side of a wall randomly collides with wall corner

Hello,

I have a 2D golf game that uses a Circle Collider 2D on the ball, and I have levels/holes built out in Tiled, which I import into Unity using SuperTiled2Unity. Being a somewhat retro styled pixel art-y game, there are a lot of straight edges and corners, especially on walls. If my ball is colliding with the wall, and I shoot perfectly straight upward, I would expect the ball not to collide with the corner of the wall as it falls back down. Instead, it will collide with the corner of the wall totally at random. See the .gif I created of the issue below - I take a total of 4 shots in this gif. They are at the same angle (perfectly straight up), and it doesn’t collide with the wall corner until the 4th shot.

I know for a fact that I am shooting perfectly straight up, and there are no other forces at play here other than gravity - which should pull the ball perfectly straight back down. Here’s an image of how the colliders look in the scene view:

What could be causing this? I tried setting up a similar scenario with an Edge collider for a wall instead of the Polygon Collider that SuperTiled2Unity generates, but the same issues happened.

I looked around for quite some time to see if I could find anyone with a similar issue, but didn’t see anything. Unfortunately it’s somewhat of a hard issue to describe, and therefore hard to search for.

Hoping this isn’t one of those Box2D limitations that will never be fixed…

Bumping this thread… still unable to fix this issue. I gave up on it for awhile but am looking into it again - any help would be appreciated. I feel like I’ve tweaked every physics setting possible and nothing seems to fix it.