Invisible tilemap colliders

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OS: MacOS
SDK Version 1.12.3

I have a simple map here. But when switching to the second map there seem to be some invisible colliders in random locations.
Untitled

I'm experiencing this weird behaviour only with moveWithCollisions. When using different collision methods then I don't have this issue. It collides with invisible colliders that don't even show up when enabling "show sprite collision rects" in the simulator.

Screenshot 2022-09-08 at 10.45.05

No idea how to continue from here. I've added the project below for reference.
test-project.zip (2.6 MB)

Well, this is interesting. Did you ever figure it out?

misplaced wall
It seems like it has something to do with the tilemap. I reassigned the tiles in LDtk.get_layers while loading level 2, and here are the results. An invisible collision area that matches the height and width of this 16x16 tile that the player should be colliding with, but is clearly not. Sometimes it happens with other tiles, though. I also saw it happen with the tiles in the lower-left of the level, lower-right of the level, and to the upper-right of the 16x16 tile that's in the gif.

Here is the modified LDtk.get_layers function

function LDtk.get_layers(level_name)
	local level = _levels[level_name]
	local tileLayer = level.layers.Tiles
	local height = #tileLayer.tiles / tileLayer.tilemap_width
	if level_name == 'Level_2' then
		tileLayer.tiles = {
			2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,2,2,2,2,2,2,2,2,2,
			2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,2,2,2,2,2,2,2,2,2,2,
			2,2,2,1,1,1,1,1,1,1,1,1,1,1,2,2,1,1,1,1,1,1,2,2,2,
			2,2,2,1,1,1,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,1,2,2,2,
			2,2,2,1,1,1,1,1,1,2,2,2,2,2,2,2,1,1,1,1,1,1,2,2,2,
			2,2,2,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,
			2,2,2,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,
			2,2,2,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,
			2,2,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,
			2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
			2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
			2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,
			2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
			2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
		}
	end
	print(level_name, tileLayer.tilemap_width, height)
	for row = 1, height do
		local things = {}
		for col = 1, tileLayer.tilemap_width do
			things[#things + 1] = tileLayer.tiles[(row * tileLayer.tilemap_width) + col]
		end
		print(table.concat(things, ','))
	end
	if not level then return end
	return level.layers
end