2D Box Colliders Overlapping On Collision

I am attempting to make a 2D platformer in Unity, but have run into a problem with the physics. When my character jumps and lands, its Box Collider 2D overlaps with the ground’s Box Collider 2D before being pushed out, creating an unwanted bounce effect. The amount of frames this overlapping occurs in depends on the velocity of the character, but I am unable to get rid of it entirely. I have seen similar issues reported when researching this problem, but I cannot find a concrete answer that works for me.

I’ve tried setting the Collision Detection of Rigibody 2Ds to “continuous”, and adjusting several of the Physics2D Settings, including “Min Penetration for Penalty” and “Baumgarte Scale”. Neither of these work properly. I have noticed that having the Physics2D settings set to their defaults gets rid of this problem for the most part, but causes the Box Collider 2Ds to have noticeable gaps between them on collision.

I am unsure of how to fix this problem. I want the character to touch the ground without overlapping it. Any help is appreciated.

EDIT:
I have yet to find a solution to this problem all this time later, and so I’m bumping this old thread. I’ve tried changing all sorts of physics settings, code, etc., but nothing is working for me.

limit z rotation of rigibody2d. for ground collision issue. you can use layers.
i will recommend you to watch this video

I´m having exactly the same problem right now, please let us know if you found an answer. I´m still looking for one

Object.GetComponent().isKinemetic = true;