Player stuck.

Player stuck here:
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This is not a one place where i stuck

Here another:
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in both cases i cant jump, i use one box collider to several platforms. I have no idea how to fix.

Code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;


public class PlayerMovment : MonoBehaviour {



   // public float maxJumpSpeed = 3;
    public float maxSpeed = 3;
	public float speed = 50f;
	public float jumpSpeed = 250f;

	private Rigidbody2D rb2d;

    public bool grounded;
    


    public Transform groundCheckPoint;
    public float groundCheckRadius;
    public LayerMask groundLayer;

    

    // Use this for initialization
    void Start () {
		rb2d = gameObject.GetComponent<Rigidbody2D>();
	}
	
	// Update is called once per frame
	void Update () {
        grounded = Physics2D.OverlapCircle(groundCheckPoint.position,groundCheckRadius, groundLayer);

        if (Input.GetAxis("Horizontal") < -0.1f)
        {
            transform.localScale = new Vector3(-1, 1, 1);
        }
        
        if (Input.GetAxis("Horizontal") > 0.1f)
        {
            transform.localScale = new Vector3(1, 1, 1);
        }

       // JUMP HEEEEEEEERE
         if (Input.GetKeyDown(KeyCode.Z) && grounded)
         {
            rb2d.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Force);
        }


    }

	void FixedUpdate () {
		float h = Input.GetAxis ("Horizontal");
        //float w = Input.GetAxis("Vertical");
        rb2d.AddForce(Vector2.right * speed * h);

        Vector3 easeVelocity = rb2d.velocity;
        easeVelocity.y = rb2d.velocity.y;
        easeVelocity.z = 0.0f;
        easeVelocity.x = 0.75f;


        if (grounded)
        {
            easeVelocity = rb2d.velocity;
        }
        if (rb2d.velocity.x > maxSpeed)
        {
            rb2d.velocity = new Vector2(maxSpeed, rb2d.velocity.y);
        }
        if (rb2d.velocity.x < -maxSpeed)
        {
            rb2d.velocity = new Vector2(-maxSpeed, rb2d.velocity.y);
        }

		if (Input.GetKeyDown (KeyCode.R)) {
			SceneManager.LoadScene (0);
		}
       
    }
   









}

Update:
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