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.