Demo and map attached.
When taking different length of run-up, the collision detection produces inconsistent results in a close miss/hit situation even though max walking speed is reached and all results are expected to be the same.
In the demo, the player is running of an edge, with a ceiling tile laced five tiles to the right and one tile up the edge tile. Taking different amounts of run-up (2, 5, 7, 9 tiles) produces either collision or not (yes, no, yes, no). This is reproducible gi...