I'm making a 2D platformer with rooms/floors. Between floors, you can go up the ladder through a vertical passage. When a player climbs a ladder, they can jump from one ladder to another. The passage is initially closed by two doors - top and bottom. When the doors are closed the player can walk on passage. After opening the doors, a small collider remains at the vertical passage, so that the Player does not fall into the passage. When the player clings to the ladder, I turn off his RigidBody so that gravity does not affect him: rigidBody.isKinematic = true At the same time, it can pass through colliders. Up to this point, I'm fine with it. BUT. If the player jumps or unhooks from the ladder while the passage collider is crossing it approximately in the middle, then it will hang. Now a question about the gameplay. How to do it right: 1) Leave the collider to pass and do something so that the player does not have a conflict with it (for example, preventing the player from unhooking from the stairs when the player crosses the collider for the passage). 2) Remove the collider for the passage. Then the player will have to jump over the passage to get to the opposite side. It seems to me that this will not be very convenient for the player. Or some third option?