Have seen the same behavior with CollisionShape2D
set to the predefined concave shapes (rect, capsule).
Ended up using RayShape2D
, as it pulls the player body out of the static colliders.
My guess is that physics engine does count your collision and stops the RigidBody2D
, but the processing steps are discrete, so you see the bodies overlap.
Edit: Downloaded your source, you have scaled the CollisionShapes. That should always be 1,1