Doh…also awaiting this fix. I’m working on a 2d platformer and am turning on and off collision layers for jump-through platforms. I need to be sure a player isn’t inside a platform before turning the collision layer back on else they get stuck. The player is using a circle collider so I thought I’d use Physics2D.OverlapCircle to check if the player is in the middle of a platform before turning on the layer collision again. It was acting weird. Found this thread. Thanks. I guess I will just try raycast. Or maybe try a box collider.
Edit: I need to read the thread better, OverlapArea is also affected.
Yeah that’s exactly what I ended up doing. Seems to work fine, finally. This is like my 5th or 6th attempt at this, each way I tried I hit a wall or missing feature but finally raycasting seems to work.