'Unity2D OverlapCollider detects an collider when its not overlapping at all

ContactFilter2D _contactFilter = new ContactFilter2D();
_contactFilter.SetLayerMask(LayerMask.GetMask("Box"));

List<Collider2D> _overlapColliders = new List<Collider2D>();

int _collidersCount = hitboxCollider.OverlapCollider(_contactFilter, _overlapColliders);
if (_collidersCount)
{
    Debug.Log("I detected an collider when its not true at all!");
}

Here a screenshot of my case -> Sample

As the title said, I can't find a solution at all, maybe I'm missing something. Thx, and sorry for my bad question.



Solution 1:[1]

I found out that "Default Contact Offset" is the cause. Here link related to this: https://stackoverflow.com/a/53101873/13162558

Sources

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Source: Stack Overflow

Solution Source
Solution 1 Death Pad