This causes a flicker effect and in the worst case an infinite loop (only way to escape is by jumping).
The two root causes:
PlanetariaRigidbody.position is set without setting PlanetariaTransform.position (which means the old collision is used to calculate collisions on the next frame).
The player doesn't immediately move away from the platform (e.g. via an extrusion slightly larger than the player radius), which means the contains() function might erroneously detect a re-collision even though the player is generally moving away from the platform.
This causes a flicker effect and in the worst case an infinite loop (only way to escape is by jumping).
The two root causes: PlanetariaRigidbody.position is set without setting PlanetariaTransform.position (which means the old collision is used to calculate collisions on the next frame).
The player doesn't immediately move away from the platform (e.g. via an extrusion slightly larger than the player radius), which means the contains() function might erroneously detect a re-collision even though the player is generally moving away from the platform.