Made another test level to test tile collisions. It's definitely registering collisions semi-correctly,
but the tile received is still wrong. I think it has something to do with multiple planes overlapping, but I need to
test that.
Added an extra condition to the physics checking algorithm that
favors colliders whose center is closer to the ray start. Also changed
the output to display the collider address instead of the tile number, to
see if we're doing that part wrong.