How to make my character fall when running against a collider.

Hi, I’m new here, I usually try to solve my problems in Unity searching at google but this time I couldn’t get an answer.
So basically I’ve done a tutorial for a platform 2d game and I copied the script for my player, the problem there is that when I’m running against a wall (with box collider 2D) the player doesn’t fall.
using UnityEngine;
using System.Collections;

public class SimplePlatformController : MonoBehaviour {

    [HideInInspector] public bool facingRight = true;
    [HideInInspector] public bool jump = false;
    public float moveForce = 365f;
    public float maxSpeed = 5f;
    public float jumpForce = 1000f;
    public Transform groundCheck;


    private bool grounded = false;
    private Animator anim;
    private Rigidbody2D rb2d;


    // Use this for initialization
    void Awake () 
    {
        anim = GetComponent<Animator>();
        rb2d = GetComponent<Rigidbody2D>();
    }
    
    // Update is called once per frame
    void Update () 
    {
        grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));

        if (Input.GetButtonDown("Jump") && grounded)
        {
            jump = true;
        }
    }

    void FixedUpdate()
    {
        float h = Input.GetAxis("Horizontal");

        anim.SetFloat("Speed", Mathf.Abs(h));

        if (h * rb2d.velocity.x < maxSpeed)
            rb2d.AddForce(Vector2.right * h * moveForce);

        if (Mathf.Abs (rb2d.velocity.x) > maxSpeed)
            rb2d.velocity = new Vector2(Mathf.Sign (rb2d.velocity.x) * maxSpeed, rb2d.velocity.y);

        if (h > 0 && !facingRight)
            Flip ();
        else if (h < 0 && facingRight)
            Flip ();

        if (jump)
        {
            anim.SetTrigger("Jump");
            rb2d.AddForce(new Vector2(0f, jumpForce));
            jump = false;
        }
    }


    void Flip()
    {
        facingRight = !facingRight;
        Vector3 theScale = transform.localScale;
        theScale.x *= -1;
        transform.localScale = theScale;
    }
}

The same thing happens when jumping and keep pressing the horizontal button against the wall.
There’s the code from the tutorial, I hope you could help me, thanks.

I am not sure that this will help but if you make a 2DPhysics Material then set its Friction to 0 and attach it to your players collider it should be fixed.I hope this will help.