private void CheckGrounded() { var colliderThreshold = 0.05f; var topLeftOfGroundCheck = new Vector2(playerBoxCollider.bounds.min.x, playerBoxCollider.bounds.min.y - colliderThreshold); var bottomRightOfGroundCheck = new Vector2(playerBoxCollider.bounds.max.x, playerBoxCollider.bounds.min.y - lengthToSearch); playerState = !CharacterFunctions.GroundCheck(topLeftOfGroundCheck, bottomRightOfGroundCheck) ? PlayerState.IN_AIR : PlayerState.GROUNDED; }