I’m trying to use the OverlapCircle to check if the player is on the ground or not but I don’t know how to continue the script
using UnityEngine;
using System.Collections;
public class playercontroller : MonoBehaviour
{
[HideInInspector]
public bool facingRight = true;
[HideInInspector]
public bool jump = false;
public float moveForce = 365f;
public float maxSpeed = 5f;
public float jumpForce = 1000f;
public Transform groundCheck;
public LayerMask whatIsGround;
public bool grounded = false;
private Animator anim;
private Rigidbody2D rb2d;
// Use this for initialization
void Awake()
{
anim = GetComponent<Animator>();
rb2d = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update() {
if (Input.GetKey(KeyCode.Space) && grounded == true) {
jump = true;
}
}
void FixedUpdate() {
float h = Input.GetAxis("Horizontal");
anim.SetFloat("Speed", Mathf.Abs(h));
if (h * rb2d.velocity.x < maxSpeed) //vai adicionar velociade ao jogador e manter no limite
rb2d.AddForce(Vector2.right * h * moveForce);
if (Mathf.Abs(rb2d.velocity.x) > maxSpeed) //se o jogador passar do limite de velocidade ira baixar até o limite
rb2d.velocity = new Vector2(Mathf.Sign(rb2d.velocity.x) * maxSpeed, rb2d.velocity.y);
if (h > 0 && !facingRight) //ira fazer o flip no sprite junto com a animação
Flip();
else if (h < 0 && facingRight)
Flip();
if (jump) {
// anim.SetTrigger("Jump");
rb2d.AddForce(new Vector2(0f, jumpForce));
jump = false;
}
}
void Flip(){ //função de virar o script
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
void onGroundCollision(Collision coll) {
/if(Physics2D.OverlapCircle( , 5)){
grounded = true;
}
}