car rotation when in the air

Hello everyone,
I am working on a little 2.5D car game. What I would like to do is allow the player to rotate the car when its in the air. I am having trouble figuring out how to detect if my car is on the ground (right side up or upside down) or in the air though. I have looked into collision detection and ray-casting, but am quickly getting in over my head. I am very new to this so any help would be appreciated.

Getting the car to rotate using inputs was no issue. Here is what I use for that.

var rotationSpeed = 30;

if (Input.GetKey(KeyCode.D))
transform.Rotate(Vector3.forward * rotationSpeed * Time.deltaTime);

if (Input.GetKey(KeyCode.A))
transform.Rotate(-Vector3.forward * rotationSpeed * Time.deltaTime);

I have also tagged the car as Player and the ground as Track if that helps.

I would use a raycast.

if you are using collider on both the car and the track then you can check if the car is colliding with the track then it grounded otherwise it is mid air you can also keep track of your Y position