problem with ground check

hello, so I have been working on this little project and I am still very new to game development and programming and I have gotten this issue that I can not FIGURE OUT. where I need to put in a float but it wont accept it.

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

public class PlayerController : MonoBehaviour
{
    private bool isGrounded;

    public float jumpForce;
    private Rigidbody rb;
    public float speed;
    private float XInput;
    private float ZInput;

    public Transform groundCheck;
    private float radius;
    public LayerMask whatIsGround;

    private void Start()
    {
        rb = GetComponent<Rigidbody>();
    }

    private void FixedUpdate()
    {
        XInput = Input.GetAxis("Horizontal");
        ZInput = Input.GetAxis("Vertical");
        rb.velocity = new Vector3(XInput * speed, rb.velocity.y, ZInput * speed);

        isGrounded = Physics.OverlapSphere(groundCheck.position, radius, whatIsGround); //<-- it wont accept "radius"

        if (Input.GetKeyDown(KeyCode.Space) && isGrounded == true)
        {
            rb.velocity = Vector2.up * jumpForce;
        }
    }

}

please help

Hey, the problem is pretty simple – OverlapSphere shows all the colliders it collides with while isGrounded is a bool and thus the code doesnt compile… to get a bool you must use “CheckSphere”… I have attached the script below, you will understand by just going through it ( I havent changed anything except the overlapSphere method, so you can copy paste the whole code without any worries).
CODE >>>

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

public class PlayerController : MonoBehaviour
{
    private bool isGrounded;

    public float jumpForce;
    private Rigidbody rb;
    public float speed;
    private float XInput;
    private float ZInput;

    public Transform groundCheck;
    private float radius;
    public LayerMask whatIsGround;

    private void Start()
    {
        rb = GetComponent<Rigidbody>();
    }

    private void FixedUpdate()
    {
        XInput = Input.GetAxis("Horizontal");
        ZInput = Input.GetAxis("Vertical");
        rb.velocity = new Vector3(XInput * speed, rb.velocity.y, ZInput * speed);

        isGrounded = Physics.CheckSphere(groundCheck.position, radius, whatIsGround);

        if (Input.GetKeyDown(KeyCode.Space) && isGrounded == true)
        {
            rb.velocity = Vector2.up * jumpForce;
        }
    }

}