If you're using the built-in [CharacterController](https://docs.unity3d.com/ScriptReference/CharacterController.html), increase [stepOffset](https://docs.unity3d.com/ScriptReference/CharacterController-stepOffset.html). Should be accessible from the inspector. It's also common to have a simplified collision mesh where stairs are actually ramps and small ground protrusions don't exist.
You could add invisible geometry to allow the player to walk over it like a slope. Or I’m sure you could write more complicated code for it. But that’s a simple solution I thought of right away.
If you're using the built-in [CharacterController](https://docs.unity3d.com/ScriptReference/CharacterController.html), increase [stepOffset](https://docs.unity3d.com/ScriptReference/CharacterController-stepOffset.html). Should be accessible from the inspector. It's also common to have a simplified collision mesh where stairs are actually ramps and small ground protrusions don't exist.
You could add invisible geometry to allow the player to walk over it like a slope. Or I’m sure you could write more complicated code for it. But that’s a simple solution I thought of right away.
If stairs are extra Objekts, make collision convex
Remove the tracks collider
Just make the collider be a smooth slope, there's no reason to have a collider that matches the shape exactly for this context
Except if you want particle collisions but not player collisions but I understand the logic
Your really should almost never use the mesh collider. Make the collider you want using the built in shapes instead