In this lecture, Rick gave us the challenge of disabling jumping in mid-air. In the challenge slide he says we need to use:
But after that he shows us the solution that uses CapsuleCollider2D, and not Collider2D. Does this make a difference, or does Collider2D just find whatever collider it finds on the game object? I used Collider2D in mine as instructed and it seems to be working. I guess it would be better practice to use the same type of collider regardless, just curious about the functionality.