why is 2D player getting stuck on 2D collider after jump ?

I have got problem after updating to Unity 5.1 from Unity 5.0 . In Unity 5.0 went everything well but after updating to 5.1 the problem started. My player character started to stuck after jump. I do not know how to solve this problem. I was looking in other answers but I haven´t found any answer. For the first, player jumps and when grounds he gets stuck and can´t move forward or jump. Here is my code.

	void FixedUpdate() {

			grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
			anim.SetBool ("Ground", grounded);

			anim.SetFloat ("vSpeed", rb2D.velocity.y);
		}

void Update() {
if (grounded && Input.GetKeyDown (KeyCode.Space)) {
		
					anim.SetBool ("Ground", false);
					rb2D.AddForce (Vector2.up * jumpForce_upward, ForceMode2D.Force);
				}
				///
				///movement
				/// 
				if (grounded && Input.GetAxis ("Horizontal") >= 0 && !fallen) {
			
					move = Input.GetAxis ("Horizontal") + 0.3f;
				} else if (fallen) {

					fall = 0;
				} 
				movement = fall * (move);
				anim.SetFloat ("speed", move);
				rb2D.velocity = new Vector2 (movement * 40f, rb2D.velocity.y);
			}
}

Ou I have already found the solution. The solution is on this page. Ghost vertices - Box2D tutorials - iforce2d . But I still do not know why the colliders got stuck only after jump and not also after normal movement. Another question is why it started to make this problem after updating to 5.1 Unity. I thought, the problem is in code, but the problem is in colliders. Despite all of this I found the solution. :wink:

make rigidbody 2d collison detection = continious