Unexpected Physics Bounces, hitting "seams" in colliders that make up a "wall"

First post here, great resource and community! Thanks!

I have two youtube videos below. The first shows my pawn with a default sphere collider with 20 radius, the second with a default sphere collider at 100 radius. The video shows that when the collider is small there are wild bounces when it hits the ‘seams’ in the wall, and that this behavior is greatly reduced when the pawn collider is much much bigger.

(Please accept my apologies for the audio. I made these videos while tired and accidentally let it capture the DreamHack Stockholm 2018 audio – oops. :P)

This is for a top-down “space” shooter akin to asteroids or subspace – bouncing off the “walls” is an important gameplay aspect.

I am using Paper2d tilemaps for my “walls”. I understand this is experimental. I also tested and this behavior happens in my environment with UE4 basic 3d “Cube” assets as “walls” as well.

Using this site and other resources I was able to determine that this is a limitation of the physics engine. I’ve seen posts regarding tuning Contact Offset Multiplier, Min Contact Offset, and Max Contact offset, which I have tuned to .02, .01, and .05 respectively. The youtube videos show the behavior with these values.

My purpose of my post here is to reach out to the community for guidance to point me in the right direction here. I would like to continue to use 2D sprites as my ‘walls’, but it doesn’t have to be a tilemap. What would be the “best-practices” approach to curbing this behavior so my gameplay can rely on bounces acting as expected?

Should I use a tiny tilemap with tiny colliders and a large collider on the pawn as I have in my second video (change pawn asset scale, camera zoomed way out, etc)?

Is there a method I can use to create a single (large?) seamless collider on top of my wall sprite assets instead of having a series of individual square colliders?

Is there a magic wand I can wave? :slight_smile:

Thank you so much!
Brian