Attack activating 2 times?

First time asking. I’m sorry if I mess up the format. I’m trying to create a 3rd person game with melee combat. I’m relatively new to unity and coding. I’ve bean using and learning from youtube tutorials, even though I’m sure alot of it is outdated.
I’m using the Unity created scripts for the Input system found on, IIRC, the asset store. The trigger is a mouse click. Whenever I press the mouse, tapped or held, the enemy object is hit twice. Don’t mind the commented out lines. I’m trying different things without getting rid of the one’s I’ve tried. (I know, it’s messy. But I’ll clean it up once I’ve found something that works.)


This is from the thirspersoncontroller.cs

private void Update()
		{
			_hasAnimator = TryGetComponent(out _animator);
			JumpAndGravity();
			GroundedCheck();
			Move();
            AttackMethod();
		}
		
		private void AttackMethod()
        {

			if (_input.attack)
			{
				_attack.Melee();
				_input.attack = false;

			}
			/*if (_input.attack && Time.time > atkDelay)
			{
				atkDelay = Time.time + atkRate;
				_attack.Melee();


			}*/
		}

This is the Attack.cs

public class Attack : MonoBehaviour
{   
    [SerializeField] Animator _animator;
    
    public Transform attackPoint;

    public float attackRange = 0.5f;

    public LayerMask enemyLayers;

    public int attackDamage = 40;
    
    double atkRate = 1.5;
    private double atkDelay;


    // Start is called before the first frame update
    public void Start()
    {
        _animator = GetComponent<Animator>();
    }
   

    public void Melee()
    {
        if (Time.time > atkDelay)
        {
            atkDelay = Time.time + atkRate;
            Debug.Log("attacking");

            // Play attack animation
            _animator.SetTrigger("Attack");

            /*void OnTriggerEnter(Collider other)
            {
            if (other.gameObject.tag == "Enemy")
            {
                Debug.Log("hit");
            }
            }*/


            // Finds enemy in attack point
            Collider[] hitEnemies = Physics.OverlapSphere(attackPoint.position, attackRange, enemyLayers);
            foreach (Collider Enemy in hitEnemies)
            {
                Debug.Log("Hit em");
                //enemies.GetComponent<ChestMonsterAI>().TakeDamage(damage: attackDamage);

            }
        }
    }
}

Please let me know if there’s other information needed. I tried to upload a photo of the console, but I got a parsing error. What I get is

[**:**:58] attacking
UnityEngine.Debug.log (object)

[**:**:58] Hit em
UnityEngine.Debug.log (object)

[**:**:58] Hit em
UnityEngine.Debug.log (object)

This may be a dumb question but does the single enemy you’re attacking have two colliders?