I've been playing around with the platform behaviour and noticed that the "next to wall" condition doesn't trigger if there is tilemap collision directly above the avatar:
https://www.dropbox.com/s/90krbak275kg0 ... 0.c3p?dl=0
If you push into the wall either side of the central block then the correct animation is shown, but if you push into wall on the far left or right of the level (where the avatar is below a tile) then for some reason the animation doesn't run. Any ideas what the problem is? I can get around it by making my avatar smaller so that there is a gap between it and the ceiling, but that isn't ideal.
Bonus related issue: If the avatar is exactly the same size as a tile then it won't fit through a single tile width/height gap. Why is this and is there any way to get around it? In the linked demo I've reduced the avatar's collision by a pixel on the top and sides, but it's a bit messy (you can see the overlap between the avatar and the tilemap) and would prefer a more aesthetically agreeable solution.
Thanks in advance for any help
