Physics.CheckSphere not working

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{
    private CharacterController mover;
    [SerializeField] private float speed;
    private Vector3 velocity;
    [SerializeField] private float gravity = -9.81f;
    [SerializeField] private Transform groundCheck;
    [SerializeField] private float groundDistance = 0.4f;
    [SerializeField] private LayerMask groundMask;
    private bool isGrounded;

    private void Start()
    {
        mover = GetComponent<CharacterController>();
    }

    void Update()
    {
        isGrounded = Physics.CheckSphere(groundCheck.position, groundMask, groundMask);

        if (isGrounded && velocity.y < 0)
        {
            velocity.y = -2f;
            Debug.Log("Setting velocity low"); 
        }

        float x = Input.GetAxis("Horizontal");
        float z = Input.GetAxis("Vertical");

        Vector3 move = transform.right * x + transform.forward * z;

        mover.Move(move * speed * Time.deltaTime);

        velocity.y += gravity * Time.deltaTime;

        mover.Move(velocity * Time.deltaTime);
    }
}

I’m trying to make gravity for a character controller. However, when the player jumps off, it takes around 4 seconds for the gravity to kick in. I’m pretty sure it’s because the isGrounded variable doesn’t turn false for around 4 seconds after the player jumps. I know because of the debug statement on line 28.
Also just so you know I’m following this tutorial:

The second parameter in the CheckSphere method is the Radius, but you’re putting in the LayerMask again. That means you’re probably polling a larger area than you want.

Shouldn’t you be using the CharacterController’s isGrounded property instead? It seems like if you’re using CharacterController it would be easier to use the method already made for you. (btw, you probably want to change minMoveDistance to 0 in the Inspector so that it returns true even if you’re not moving if you use this for jump checks)

Wow, I feel so dumb now haha! Can’t believe I didn’t notice that. And I had no idea the character controller already had an isGrounded property. Thanks a lot