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Question by Spritely · Aug 30, 2020 at 05:25 PM · 2d2d-platformergroundgroundedisgrounded

Unity 2D Platformer: How to properly implement this ground check?

So I've been tinkering away with a 2D player controller and have slowly been making progress. One challenge I've run into is the ground check. The code below is what I have so far. I've removed the other bits of code for movement and jumping just to focus on the ground check.


 [Header("Ground Check")]
 [SerializeField] bool isGrounded; // Serialized for testing in editor
 [SerializeField] LayerMask whatIsGround;
 [SerializeField] float groundCheckRaycastDistance;

 void Update()
 {
     GroundCheck();
 }

 private void GroundCheck()
 {        
     isGrounded = Physics2D.Raycast(transform.position, Vector2.down, groundCheckRaycastDistance, whatIsGround) ||
                  Physics2D.Raycast(new Vector2(transform.position.x - 0.5f, transform.position.y), Vector2.down, groundCheckRaycastDistance, whatIsGround) ||
                  Physics2D.Raycast(new Vector2(transform.position.x + 0.5f, transform.position.y), Vector2.down, groundCheckRaycastDistance, whatIsGround);


     // Draws the raycasts for use in testing
     Debug.DrawRay(transform.position, Vector2.down, Color.white);
     Debug.DrawRay(new Vector2(transform.position.x - 0.5f, transform.position.y), Vector2.down, Color.white);
     Debug.DrawRay(new Vector2(transform.position.x + 0.5f, transform.position.y), Vector2.down, Color.white);
 }



This code works perfectly but only because my player is exactly 1 unit by 1 unit in size, so the +/- 0.5 sets the raycasts exactly on the edges of the player.

Is there a way to do this so the raycasts come exactly from the edge of the player without just putting in numbers? Something to do with bounds maybe?

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avatar image Spritely · Aug 30, 2020 at 05:31 PM 0
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I'm realizing at the time of posting this that I do not need the center raycast, only the left and right raycasts. That's something I will change as well.

avatar image ShadyProductions Spritely · Aug 30, 2020 at 05:55 PM 0
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https://www.youtube.com/watch?v=c3iEl5AwUF8

3 ways to do a groundcheck in unity

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Answer by Marioooo · Sep 01, 2020 at 04:19 PM

Hi! If you're starting on game development i suggest you to start with a rigidbody based character controller son unity can handle the hard stuff for you, if this is not an option then....

Add a child empty gameObject and then place it on character's feet, then simply add a reference for a transform and drag the child to the variable. Also raycast isn't a very performant approach for an update i think... check this live training to see how they implement groundcheck, you'll maybe find something helpful https://www.youtube.com/watch?v=wGI2e3Dzk_w&list=PLX2vGYjWbI0SUWwVPCERK88Qw8hpjEGd8

hope this helps!

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