Colliders for a tile based game

I’m trying to build a game that uses tiles for level design. I’m having issues figuring out how to generate colliders so the player does not appear to fall off the side of the platform (I want to restrict movement to the platform, much like Megaman Battle Network). I have my level constructed in a scene but going back and adding box colliders to the sides of the platform is inefficient.

Each tile has it’s own box collider attached to it to act as a ground. I’m not sure why my Character Collider’s isGrounded is always returning false.

I had the idea of using Raycast to see if the player is going to be stepping off the platform and if so to stop them from doing so. However, this is hacky and stops the player rather than letting them slide along the side of the platform.

Is there a way I can effectively solve this problem with either Vector algebra or some other collider solution?

Any feedback is greatly appreciated!

Why don’t you spend time to put colliders enveloping a series of identical tiles instead of trying to build a complex collision system. It would be much faster if you use less colliders anyways.