private void CollisionCheck()
    {
        Vector2 oofSet = collisions.rayOffSet;

        float offSetY = transform.position.y - oofSet.y;

        Vector2 rayRight = new Vector3(transform.position.x + oofSet.x, offSetY);
        Vector2 rayLeft = new Vector3(transform.position.x - oofSet.x, offSetY);

        RaycastHit2D groundHitR = Physics2D.Raycast(rayRight, Vector2.down, collisions.rayLength, collisions.groundLayer);
        RaycastHit2D groundHitL = Physics2D.Raycast(rayLeft, Vector2.down, collisions.rayLength, collisions.groundLayer);

        isGrounded = groundHitL || groundHitR;

        Debug.Log(isGrounded);
    }