It's that time of the new Chinese year again and I've been spending the past few days cleaning. Gotta let visitors know people actually live here.
Anyway, in creating a floating platform that rises (transform.Translate) when stepped on, I discovered that Time.deltaTime breaks the OnCollisionExit2D function. Also, in order to have transform.Translate work, the object requires an 'enabled' collider.
I also had this weird problem where the Player's collider would get stuck on the edge of colliders due to the Player's velocity. A simple enough solution was to create a Trigger collider for every platform, and arrange them just above the platforms. Through script, each Trigger would enable is own specific platform collider when the player jumps close and high enough to it, and disable it when the Player jumps off. Not only does this solve said problem, it also lets the character walk in front of certain platform areas which would have been held by colliders which didn't need to be there at the time!
Note to self: