Collisions happening though disabled in matrix

In my game I have a vine for a player to swing on, and I recently tried adding small knobs for the vine to hinge on.
I added colliders to the vines that should only collide with the knobs, and made new layers - “Knobs” and “VineColliders”.

the problem is that even though the VineColliders are set to collide only with the knobs in the (2D) layer collision matrix, im (sometimes) getting collisions with another layer - “platforms”.
I’ve set some debug messages to ensure that it was indeed these two layers colliding and not another collider i didnt notice, and double checked the collision matrix, and tried disabling all 3d collisions to see if that had something to do with it (the game is 2D).
I’ve also looked around on google for a while for similar issues- no dice.

maybe using IgnoreLayerCollision programmatically would fix this, but that seems over the top for this, since it really seems like this shouldn’t happen.

So why is this happening?

Thanks in advance to all helpers!

screens:

I’ve faced this problem but for me, I was configuring the wrong Physics Matrix system, the 3D one rather than the 2D.

In the end I found out what was causing my collision issues, since I had a really hard time with this and didn’t get any answers I figured I’d post it here in case anyone has similar issues in the future.

On my branch I had a Platform Effector which I used for one way platforms.
as it turns out, the platform effectors have a collision mask that can override the global collision-by-layer matrix… I was not aware of this.


Anyhow, it seems like disabling the collider mask on all branches involved did the trick.
However- I really think that the collider mask on these should be disabled by default, since while they may come in handy, if you miss that option and set up your collision matrix perfectly, collisions become very unintuitive and it’s hard to see what went wrong.