A popular method for doing platformer collision detection in Unity seems to be by raycasting, however whenever I try this, I constantly run into bugs that result in the player falling through collision layers.
I'm at wit's end trying to resolve these bugs, thus since I'm using tk2d's tile map, I'm considering using a more "traditional" method of checking the player's position and desired move amount against nearby tiles, determining what type they are (are they passable, impassable, etc) and altering the player's final movement as appropriate.
I don't see people (at all) using this method, and considering that this method has a long history of being battle proven, I'm curious as why not? Is there some "Unity" road block I don't see that would make this not work? Has anyone here attempted something similar?