What is the best way to detect collision?? Raycast2D, OnTriggerEnter2D, OnCollisionEnter2D

I have been messing around with different kinds and so far, I find OnTriggerEnter and OnCollision enter the easiest to use, I did also use Raycasting (and Boxcasting), but I have a problem with trying to figure out how to make a cast that allows me to detect multiple things via Raycasting, but i just can’t figure it out. I managed to detect Ground this way, but I want to use the same boxcast to also detect if an enemy is under me, and then do another action.

Also I wanted to try and check collision in front of the player, and when he goes the other way, the ray does as well, I just have no idea how to make that either. Any help is appreciated!

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

public class playerController : MonoBehaviour
    //Main Functions
    [SerializeField] private LayerMask platformLayerMask;

    public Rigidbody2D rb2D;
    public BoxCollider2D bc2D;
    private float mvSpeed = 5.5f;
    public float jumpMagnitude;
    public static bool isAlive = true;
    private bool canDoubleJump = false;
    //Extra Variables

    void Awake() {
        rb2D.freezeRotation = true;
        rb2D = gameObject.GetComponent<Rigidbody2D>();
        bc2D = gameObject.GetComponent<BoxCollider2D>();

    void FixedUpdate() {

    void plControl() {
        if (Input.GetKey(KeyCode.D)) {
            rb2D.velocity = new Vector2(mvSpeed, rb2D.velocity.y);
        else if (Input.GetKey(KeyCode.A)) {
            rb2D.velocity = new Vector2(-mvSpeed, rb2D.velocity.y);
        } else {
            rb2D.velocity = new Vector2(0, rb2D.velocity.y);

        if (isGrounded() && Input.GetKey(KeyCode.Space)) {
            jumpMagnitude = 10.0f;
            rb2D.velocity = Vector2.up * jumpMagnitude;

    //Checks if the player is on solid ground by using RaycastHit2D
    private bool isGrounded() {
        float extraHeightText = 0.05f;
        //RaycastHit2D raycastHit = Physics2D.Raycast(bc2D.bounds.center, Vector2.down, bc2D.bounds.extents.y + extraHeightText, platformLayerMask);
        RaycastHit2D raycastHit = Physics2D.BoxCast(bc2D.bounds.center, bc2D.bounds.size, 0f, Vector2.down, extraHeightText, platformLayerMask);
        return raycastHit.collider != null;

The best way imo would be using a sphere and then sphere overlap but it’s quite complicated.