RigidBodies snagging to the edge of the ground tiles

Hello, my characters use box colliders because of the problems the round bottom of capsule collider causes with other mechanics, I realized that each time a RigidBody like character move through the end of the ground tile prefab. it snags a little bit. I couldn’t solve the problem

TRIED:
Default Contact Ofset
Speculative Collision
Gaps between colliders
Overlap between colliders
Mesh colliders with convex

I feel in my heart like using a BoxCollider for your character & a tiled floor is going to cause problems.

However, if you’re committed, you’ve already tried some of the stuff on this thread:

But if you follow the links through you end up at me talking about contact modification

If you use the Unity 2022+ phyiscs debugger, you can probably see which contacts are causing the snags, and modify them with somerhing like the GhostCollisionCatcher (as I said in the original thread, GhostCollisionCatcher won’t fix anything as-is, but it has fixy vibes:).

One thing we had in our driving game was, using rigid colliders on rigid ground, the wheels would ping about too much, so I used SetMaxImpulse to say “if GetSeparation is still small, just chill a bit, small max impulse is ok:)” That might work in your situation (or, reading/modifying the normals might work, depending on what you’ve got going on on the ground).

Ground itself is a flat box, it’s a cartoony game, so other colliders don’t fit.