Why is Physics.CheckCapsule always returning true?

I’m trying to use Physics.CheckCapsule to see if my character is grounded but I must be doing something wrong because it’s always returning true.

private float distToGround;

        void Start()
        {
            // get the distance to ground
            distToGround = GetComponent<Collider>().bounds.extents.y;
        }

void Update()
        {
            Debug.Log(IsGrounded());
            animator.SetBool("Airborn", IsGrounded());

            // Movement
            float Vert = Input.GetAxis("Vertical");
            float Horz = Input.GetAxis("Horizontal");

            animator.SetFloat(HorzFloat, Horz, 0, Time.deltaTime);
            animator.SetFloat(VertFloat, Vert, 0, Time.deltaTime);
            

        }

        bool IsGrounded()
        {
            return Physics.CheckCapsule(GetComponent<Collider>().bounds.center, new Vector3(GetComponent<Collider>().bounds.center.x, GetComponent<Collider>().bounds.min.y - 0.1f, GetComponent<Collider>().bounds.center.z), 0.5f);
        }

for everyone having that problem:

its returning true because it checks the exact position of your player capsule - so its returning true because there is something

solution:

set your player to the player layer and add the Layermask to the CheckCapsule function