Track all colliding Collider2D.

I want to keep track of all Collider2D what is touching my player.

I used: OnCollosionEnter/Exit2D with a List but it just fails to remove some Colliders.

    void OnCollisionEnter2D(Collision2D coll) {
        collidingTiles.Add(coll.transform);
    }

    void OnCollisionExit2D(Collision2D coll) {
        collidingTiles.Remove(coll.transform);
    }

I saw someone using the intersection of the renderer’s bounds, but I think it’s not the appropriate way. Is there a solution for this?

Eventually I used this function to solve the problem in my Player’s FixedUpdate method.

Physics2D.OverlapCircleAll(player.transform.position, playerCollider.radius, 1 << LayerMask.NameToLayer("Ignore Raycast"));