I am creating a tilemap platform game in SpriteKit. I assigned collision paths to the physics body of all ground tiles and made them non-dynamic. To the player I assigned two collision polygons: a circle on the bottom and a rectangle on the top.
The player sprite has a fixed position on screen, while the level is scrolling from right to left. Now, as long as the player sprite is on flat ground, the collisions work perfectly and the player is walking on the ground. However, I also have some sloped terrain tiles that I want the player to follow (e.g. walking uphill). But when the player reaches a sloped tile, he simply bounces off of it, being unable to "climb" it.

Similarly, when I drop the player from above on a sloped tile, he slides down the "hill", instead of remaining in position.
I have both restitution and friction set to 0.
So how can I make the player sprite follow the ground regardless of its shape and how can I make the player stay on a sloped tile instead of sliding down?
I tried using SKConstraints with positionX set to a constant value. At first it seemed to work, but then the player got stuck in the middle of a sloped tile and eventually fell through it.
I also tried different shapes of collision polygons on the player (e.g. a rectangle instead of a circle at the bottom) but that changed nothing.
Any help is appreciated!