using System; using UnityEngine; public class Player : Entity { [Header("Ground Detection")] [SerializeField] private Transform groundCheck; [SerializeField] private LayerMask groundLayer; private void FixedUpdate() { Vector2 movement = new Vector2(Input.GetAxis("Horizontal") * speed, rb.linearVelocityY); if (Input.GetKeyDown(KeyCode.Space) && OnGround()) { movement.y = jumpPower; } rb.linearVelocity = movement; } private bool OnGround() { return Physics2D.OverlapCircle(groundCheck.position, 0.05f, groundLayer); } }