// Checks if the given position would collide with the ground collision layer.
        //      position: Position to check
        //      return: True if a ground collision would occur at the given position
        bool IsGroundCollision(Vector3 position)
        {
            // move sphere but to match bottom of character's capsule collider
            var colliderCount = UnityPhysics.OverlapSphereNonAlloc(position + new Vector3(0.0f, radius, 0.0f),
                                                                   radius, m_TrajectoryPredictionColliders,
                                                                   collisionLayerMask);

            return(colliderCount > 0.0f);
        }