463 Vector3 r_origin = bodyTransform.position;
465 if (Physics.Raycast(r_origin, Vector3.down, out RaycastHit hit, 2.0f,
groundCollisionMask))
467 pivotTransform.position = hit.point;
470 pivotTransform.forward = playerRig.XZPlaneFacingDirection;
LayerMask groundCollisionMask
Collision mask of the ground