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Question by Yellmo · Apr 07 at 02:21 AM · unity 2djumpingplatformerground detectionhitbox

My ground checker only works sometimes

So at the moment when I jump on an object in-game in certain places I jump and land just fine but when I cross over certain areas of my game (with the same tiles as the rest of the space) my character will play her in air animation until I move her out. alt text

I am using edge collider 2d for the character and tilemap collider 2d for the tiles and rigid body 2d for gravity. whilst i assume the problem has more to do with the hitboxes, here is the code i am using: using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class Movement : MonoBehaviour
 {
     public float speed;
     public float jumpForce;
     Rigidbody2D rb;
     bool isGrounded = false;
     public Transform isGroundedChecker;
     public float checkGroundRadius;
     public LayerMask groundLayer;
     private Animator anim;
     public float fallMultiplier = 2.5f;
     public float lowJumpMultiplier = 2f;
     public float rememberGroundedFor;
     float lastTimeGrounded;
 
     void Start()
     {
         rb = GetComponent<Rigidbody2D>();
         anim = GetComponent<Animator>();
     }
 
     // Update is called once per frame
     void Update()
     {
         Move();
         Jump();
         CheckIfGrounded();
         BetterJump();
     }
     void Move()
     {
         float moveInput = Input.GetAxisRaw("Horizontal");
         rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
 
         if (moveInput == 0)
         {
             anim.SetBool("isRunning", false);
         }
         else
         {
             anim.SetBool("isRunning", true);
         }
 
         if (moveInput < 0)
         {
             transform.eulerAngles = new Vector3(0, 180, 0);
         }
         else if (moveInput > 0)
         {
             transform.eulerAngles = new Vector3(0, 0, 0);
         }
     }
 
     void Jump()
     {
         if (Input.GetKeyDown(KeyCode.Space) && (isGrounded || Time.time - lastTimeGrounded <= rememberGroundedFor))
         {
             rb.velocity = new Vector2(rb.velocity.x, jumpForce);
             anim.SetTrigger("Jump");
         }
     }
 
     void BetterJump()
     {
         if (rb.velocity.y < 0)
         {
             rb.velocity += Vector2.up * Physics2D.gravity * (fallMultiplier - 1) * Time.deltaTime;
         }
         else if (rb.velocity.y > 0 && !Input.GetKey(KeyCode.Space))
         {
             rb.velocity += Vector2.up * Physics2D.gravity * (lowJumpMultiplier - 1) * Time.deltaTime;
         }
     }
 
     void CheckIfGrounded()
     {
         Collider2D collider = Physics2D.OverlapCircle(isGroundedChecker.position, checkGroundRadius, groundLayer);
         if (collider != null)
         {
             isGrounded = true;
             anim.SetBool("IsJumping", false);
         }
         else
         {
             if (isGrounded)
             {
                 lastTimeGrounded = Time.time;
                 {
                     isGrounded = false;
                     anim.SetBool("IsJumping", true);
                 }
             }
         }
     }
 }   
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