I was initially hoping that character controller's isGrounded() operated purely on whether or not the bottom of the controller was colliding with anything, but I've got a rotatable character controller that, for example, can run on walls, and if I'm running up a horizontal surface I no longer get a true result for isGrounded().
Is there something else I can edit on character controller to change the behavior of isGrounded(), for example setting what relative vector to look for the ground on?
I can go and look at the colliders myself, I'm just seeing if there's a way to do this using isGrounded().