To detect 'ground' for jumping, is physics.checksphere more efficient than raycast?

Historically I’ve always used a raycast to test if a character is grounded before allowing them to jump. Recently I met someone who suggested that physics.checksphere was a better method - and while I can definitely see some benefits (eg. catching ‘late’ jump inputs as characters approach edges), I was wondering if anybody could tell me which is more performant? Any other thoughts on this topic would be welcomed.

In theory, checksphere is probably slightly more performant, but in practise they’re both about as performant as each other. Although there may be a tiny bit of difference it probably isn’t enough to worry about; especially considering you’re only casting once when necessary.