CharacterController.isGrounded returns false after unpausing time?

We are setting the timescale to 0 when we pause our game. When unpausing, we are setting it back to 1.

After timescale has been 0 and is set back to 1, the isGrounded property of character controller seems to always return false for a few FixedUpdate cycles, even if the character is grounded and its previous grounded state was true before the time pause.

Is there any way to avoid this?

Hello, did you manage to solve this problem?
If yes, could you please tell me how?

If I recall correctly, we never really solved it, but worked around it by delaying character update for a few frames after unpausing so it doesn’t catch the false-positive not grounded state.

Thank you very much for the answer.