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Physics2D Check Is Grounded (Collider)

Checks grounded state using a trigger collider. If the trigger overlaps the ground, is grounded is true.

Optionally use Coyote Time to still return true a short time after leaving the ground.

Parameter Description
Collider The collider used to check for overlaps with the ground. Normally this is a child of the GameObject placed at the feet and set to trigger. You can use a box collider, circle collider, etc. depending on your game and character.
Filter The layer mask and other filters to use when checking for overlap. This defines what is considered 'ground.'
Coyote Time The amount of time (in seconds) to still return true after leaving the ground.
True Event Event to send if Is Grounded is true.
False Event Event to send if Is Grounded is false.
Store Result Store the result of the test in a bool variable.
Store Rigidbody2D Store the Rigidbody2D of the ground object.

Usages

Used in platformers to check if a character is on the ground. Used with other actions like Rigidbody2d Jump.