Spherecast for Ground Check in World Space?

Preston Schulz 2 years ago updated by Komiliy 9 months ago 4

So I am trying to do a ground check on my ball character to keep it from jumping while still in mid air.  I thought I would try using a spherecast since it would also take the width of the ball into account.  I had jumping working either all the time without taking the spherecast into account (not what I want) or the ball would only jump after doing a complete revolution, as if the spherecast was rotating with the ball also.  So this is my new setup:

The problem is that now the ball will not jump at all.  I'm new to all this, so clearly there is something I'm not understanding.  Any thoughts?


Bolt Version:
Unity Version:
Windows 7
Scripting Backend:
.NET Version (API Compatibility Level):
probably you dont catch any collider or catch collider of the character/ try layer mask of the ground and maybe more max distance- its 0.1 in your sphere cast lower then radius 0.5

So I messed around with the values more to no success. I did notice in my flow that I am getting a returned false value in my boolean for the jump event, and tracing it back to the collider, it's returning a null value. Could this be the issue? When I change the flow from the boolean to be false, I can then jump.


I am having the same problem on Bolt and on C# I have tried everything and researched but there are no answers. Before I did the is Grounded it was jumping it doesn't even jump. 

Did you sort it out? if you did can you tell me how as well.

Many thanks,

Still bumbling around with this.  I know it should be easier then this!  Any ideas?