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Question by rkerketta · Nov 16, 2019 at 06:19 AM · true

isTouchingground always returnig true even i'm noton the ground

  using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  public class playerController : MonoBehaviour
  {
      public float speed = 5f;
      private float movement = 0f;
      private Rigidbody2D rigidbody;
      bool facingRight = true;
      public float jumpForce = 8f;
      public Transform groundCheck;
      public float checkRadious;
      public LayerMask groundLayer;
      private bool isTouchingGround;
      private Animator playAnimation;
      // Start is called before the first frame update
      void Start()
      {
          rigidbody = GetComponent<Rigidbody2D> ();
          playAnimation = GetComponent<Animator>();
      }
      // Update is called once per frame
      void Update()
      {
          isTouchingGround = Physics2D.OverlapCircle(groundCheck.position,checkRadious,groundLayer);
          Debug.Log (isTouchingGround);
          movement = Input.GetAxis ("Horizontal"); //Horizontal movement
          rigidbody.velocity = new Vector2 (movement * speed,

rigidbody.velocity.y); //Verical movement if(Input.GetKeyDown(KeyCode.Space) && isTouchingGround){ rigidbody.velocity = new Vector2 (rigidbody.velocity.x,jumpForce); }

          //play animation
          playAnimation.SetFloat ("speed", rigidbody.velocity.x);
          playAnimation.SetBool ("onGround",isTouchingGround);
      }
  }



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Answer by Ermiq · Nov 16, 2019 at 07:28 AM

Try Physics.CircleCast() to see the info about the collision.

 RayCastHit2D hitInfo = Physics.CircleCast(
     groundCheck.position, groundCheckRadius, Vector2.down,
     Physics.defaultContactOffset, groundLayer);
 Debug.Log("Collider=" + hitInfo.collider);

You probably will need to use Vector2.right or -Vector2.forwarddepending on what axes you use in your 2D scene. This vector should point down in the scene. If you have Y axis as vertical, then it will be Vector2.down, and if you vertical is Z axis, then you should use -Vector2.forward I believe.

Also, make sure your groundCheck transform is moving with the rigidBody and not just stands still.

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