This bug is in reference to the issue discussed in this thread:
http://hutonggames.com/playmakerforum/index.php?topic=13464.0In short, during runtime in the editor, frequent CPU spikes cause physics glitches, in turn causing issues such as the player passing through physics objects. This happens only in the editor as far as I can tell, not in builds.
Using the profiler, I identified two particular processes that appear to cause these spikes, and they are generally followed in the next frame by rigidbodies behaving unexpectedly, specifically, rigidbodies 'sleeping' or becoming disabled.
As discussed in the thread I linked, Playmaker Logging appeared to be one of the causes for these spikes. Disabling logging seemed to fix some problems at the time. However, I've since noticed that even with logging disabled, another Playmaker process is still causing huge GC.Collect spikes, resulting in the same issues.
There's a series of screenshots of the profiler here, they should be fairly self-explanatory:
http://imgur.com/a/XMt4MJean, by the time you read this I will have emailed you a link to the project and a build. I'm open to the possibility that I may be doing something unwise in my FSMs. Do let me know if there's any other info I can provide