Collider2D colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders*.gameObject != gameObject)*
{
Debug.Log(“Touching”);
animator.SetTrigger(“Grounded”);
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
else
{
m_Grounded = false;
animator.ResetTrigger(“Grounded”);
}
}
Debug.Log(m_Grounded);
if (m_Grounded = false)
{
Debug.Log(“NotGrounded”);
animator.SetTrigger(“Jump”);
animator.ResetTrigger(“Grounded”);
}