I've been messing around with Unity's 2D Gameplay Tutorial
http://unity3d.com/support/resources/tutorials/2d-gameplay-tutorial, and one of the first things I noticed is that it seems like the capsule collider that comes with their character controller makes any other colliders stop colliding, including ones that I had set up for each sprite in the tk2d settings. I can't find any documentation from Unity that says as much, and I've even found a couple of threads online where people talk about making this kind of thing work, but no matter what I do, I can't seem to get it to work myself -- if I use a character controller, it seems like I'm limited to their capsule collider, and every collider I've set up in my sprite collections goes totally out the window.
This is even more obnoxious because I'm using Z depth to determine the draw order of my objects, which means that, if those objects use a capsule collider, they change their behaviors slightly the further away their Z is from each other.
Does anyone have any kind of insight on this? Any best practices for mixing tk2d stuff with character controllers, or just making tk2d stuff control like a classic platformed in some other way? I've been tearing my hair out over this. As always, any help would be hugely appreciated!