CharacterControl & onGround returning true while at top of jump

I’ve noticed that I can double and triple jump while implementing player.jump(); Essentially player.onGround returns true when at the peak of my jump. I think that the KinematicCharacterController was supposed to handle this, though it appears to have some flaw. The only workaround I have is to cast a ray whenever I need to determine if I’m on the ground. Alternatively I could write my own jumping system, which seems a little overkill.

I see others may have run into similar issues. I’m not sure where the repository is for the physics engine, but I’d be happy to take a look and troubleshoot.


Whatever the issue, it seems to be fixed now. No more double jumping.

How did you fix this problem?