Finding myself exhausted trying to develop an RPG engine in C++ and Cocos2D-x, I stumbled across a reddit thread and go informed to the the fact that Tiled2Unity now has a version that works on OS X.
The player character has a RigidBody attached for collision purposes, but while testing collisions I was finding the player able to jitter up against collisions. Collisions of any type - so it ws not something with Tiled2Unity. I knew I faced this issue in making VIDEGOAME. I loaded up that project and no issue. I stared at the code. I couldn't notice a difference.
Until I did.
This RPG engine had
body.position = newPosition; versus
body.MovePosition(newPosition); in VIDEGOAME.
That makes all the difference. I should have written
// NEVER ALTER THE .position OF A RIGID BODY DIRECTLY
above the VIDEGOAME code to prevent this silly mistake. But it's there now in both projects. That would have saved me a good hour. The idea that comments are for the future you was never drilled into my head as a student. Always "for your coworkers" or other strangers who I never met.