Character keeps jumping infinitely on walls

I’m making a 2d platformer and my player is able to jump infinitely when against a wall.

This is my script for the player movement:

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    private float horizontal;
    public float speed = 2f;
    public float jumpingPower = 6f;
    private bool isFacingRight = true;

    [SerializeField] private Rigidbody2D rb;
    [SerializeField] private BoxCollider2D feetCollider; // Use a BoxCollider2D for ground check
    [SerializeField] private LayerMask groundLayer;

    void Update()
    {
        horizontal = Input.GetAxisRaw("Horizontal");

        if (Input.GetButtonDown("Jump") && IsGrounded())
        {
            rb.velocity = new Vector2(rb.velocity.x, jumpingPower);
        }

        if (Input.GetButtonUp("Jump") && rb.velocity.y > 0f)
        {
            rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * 0.5f);
        }

        Flip();
    }

    private void FixedUpdate()
    {
        rb.velocity = new Vector2(horizontal * speed, rb.velocity.y);
    }

    private bool IsGrounded()
    {
        // Use Physics2D.OverlapBox for more accurate ground detection
        return Physics2D.OverlapBox(feetCollider.bounds.center, feetCollider.bounds.size, 0f, groundLayer);
    }

    private void Flip()
    {
        if (isFacingRight && horizontal < 0f || !isFacingRight && horizontal > 0f)
        {
            isFacingRight = !isFacingRight;
            Vector3 localScale = transform.localScale;
            localScale.x *= -1f;
            transform.localScale = localScale;
        }
    }
}

Does anyone have a solution for this?

in your IsGrounded function you have to subtract a bit on the sides. Try something like this:

bool IsGrounded()
{
    return Physics2D.BoxCast(
        coll.bounds.center,
        coll.bounds.size - new Vector3(.1f, 0f, 0),
        0f,
        Vector2.down,
        .1f,
        jumpableGround
    );
}

for me this worked i think it would work the same for OverlapBox.
sorry for my bad english. Please reply if that helped you.