Implementing a 2D Landing Animation

I’m struggling to find a way to implement a pixel art 2D landing transition animation. Currently, I have it so my character just switches to idle or running, depending on if he has horizontal velocity when he becomes grounded again. However, I would like to add a landing transition. Currently, I have my animations set up as:

//jump 
        if (Input.GetKeyDown(KeyCode.Space)) {
            if (isGrounded)
            {
                rb.velocity = new Vector2(rb.velocity.x, jumpForce);
                canDoubleJump = true;
            }
            else
            {
                if (canDoubleJump)
                {
                    rb.velocity = new Vector2(rb.velocity.x, jumpForce*.9f);
                    canDoubleJump = false;
                    AnimationManager.instance.ChangeAnimationState(PLAYER_DBL_JUMP);
                }
            }
            //justLanded = true;
            //StartCoroutine(EnableTimedBonus());   
        }

        

        //check for landing animation
        if (isGrounded)
        {
            if (xMove != 0)
            {
                AnimationManager.instance.ChangeAnimationState(PLAYER_RUN);
            }
            else
            {
                AnimationManager.instance.ChangeAnimationState(PLAYER_IDLE);
            }
        }
        else
        {
            AnimationManager.instance.ChangeAnimationState(PLAYER_JUMP);
        }

The ChangeAnimationState() method is as follows:

public void ChangeAnimationState(string newState)
    {
        //stop the same animation from interrupting itself
        if (currentState == newState) return;

        //play the animation
        animator.Play(newState);

        //reassign the current state
        currentState = newState;
    }

I’m struggling to find a way to identify when my character is landing on the ground. Any help would be greatly appreciated!

Hey, it seems you want transition between jump animation and walking. To archive that, using Animator asset would be good approach. If you care to know how to, assuming I understand your problem correctly check the key frames below. Landing animation is forced to be played,.

Here is link if you want to further info: Unity - Manual: The Animator Controller Asset