I'm trying to use a RigidBody2D (the ball from the gif) to collide against tiles (which have rectangular shape collision) from a tilemap, but, as shown in the gif, my ball seems to hit the tile corners and go the opposite direction. When using a entire rectangular shape without the tiles, it works properly.
I also tried replacing the tiles with many side by side rectangular shapes, and noticed the problem still persists. So, as I understand, when the ball hits the division of two shapes, it collides with the "wrong" one. I think the only solution would be to join the bodies of the neighbor tiles into a single shape. I'm not sure if that's possible in Godot.
Has anybody faced this issue? Is there a workaround?