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Improve snap to ground functionality #3

@keenanwoodall

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@keenanwoodall

The current snapping is very basic. The transform's position is just set to the hit point of a downward raycast.

A better approach would be to use the selected transform's mesh or collider so there isn't any penetration.

I was able to get this working for the most part, but it completely broke when snapped to terrains so I reverted to the basic implementation.

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