// 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); }