Aligning player to surface

I am currently making an vehicle combat game and I’m struggling to write a script for my vehicles.
The player controls a hovering vehicle that sits only a small distance above the ground and rotates on the X and Z axis to match the terrain angles. Almost like it sticks to the surface.

The way I had planned this was to cast a ray down from my rigidbody vehicle to the ground and measure the distance between them. The Y axis height is set to a variable and the ray ensures that the height stays at the variable.

The ray also checks the ground angle and moves the vehicle to match it, but the vehicle cannot climb 90 degree angles.

I understand what I am trying to do, but I am unsure on how this should be set out in a JavaScript (I haven’t worked with raycasting/rigidbodies that often)

This should get you started:

//declare the variables that are needed
public bool grounded;
private Vector3 posCur;
private Quaternion rotCur;

void Update() {
            //declare a new Ray. It will start at this object's position and it's direction will be straight down from the object (in local space, that is)
		Ray ray = new Ray(transform.position, -transform.up);
            //decalre a RaycastHit. This is neccessary so it can get "filled" with information when casting the ray below.
		RaycastHit hit;

            //cast the ray. Note the "out hit" which makes the Raycast "fill" the hit variable with information. The maximum distance the ray will go is 1.5
		if(Physics.Raycast(ray, out hit, 1.5f) == true) {
			//draw a Debug Line so we can see the ray in the scene view. Good to check if it actually does what we want. Make sure that it uses the same values as the actual Raycast. In this case, it starts at the same position, but only goes up to the point that we hit.
			Debug.DrawLine(transform.position, hit.point, Color.green);
                    //store the roation and position as they would be aligned on the surface
			rotCur = Quaternion.FromToRotation(transform.up, hit.normal) * transform.rotation;
			posCur = new Vector3(transform.position.x, hit.point.y, transform.position.z);

			grounded = true;

		}
            //if you raycast didn't hit anything, we are in the air and not grounded.
		else {
			grounded = false;
		}


		if(grounded == true) {
                    //smoothly rotate and move the objects until it's aligned to the surface. The "5" multiplier controls how fast the changes occur and could be made into a seperate exposed variable
			transform.position = Vector3.Lerp(transform.position, posCur, Time.deltaTime * 5);
			transform.rotation = Quaternion.Lerp(transform.rotation, rotCur, Time.deltaTime * 5);
		}
		else {
                    //if we are not grounded, make the object go straight down in world space (simulating gravity). the "1f" multiplier controls how fast we descend.
			transform.position = Vector3.Lerp(transform.position, transform.position - Vector3.up * 1f, Time.deltaTime * 5);

                    //from memory, I'm not sure why I aded this... Looks like a fail safe to me. When the object is turned too much towards teh front or back, almost instantly (*1000) make it rotate to a better orientation for aligning.
			if(transform.eulerAngles.x > 15) {
				turnVector.x -= Time.deltaTime * 1000;
			}
			else if(transform.eulerAngles.x < 15) {
				turnVector.x += Time.deltaTime * 1000;
			}
                    //if we are not grounded, make the vehicle's rotation "even out". Not completey reaslistic, but easy to work with.
			rotCur.eulerAngles = Vector3.zero;
			transform.rotation = Quaternion.Lerp(transform.rotation, rotCur, Time.deltaTime);

		}
	}

Do this –

using UnityEngine;

    

public class SlopeDetectionScript : MonoBehaviour
   
 {

        
RaycastHit hit;
        
Quaternion rot;
        
public  int smooth;

        

void Update()
        
{
            
       Ray ray = new Ray(transform.position, -transform.up);
           
       if (Physics.Raycast(ray, out hit))
           
       {
                
             rot = Quaternion.FromToRotation(transform.up, hit.normal) * 
             transform.rotation;
                
             transform.rotation = Quaternion.Lerp(transform.rotation, rot, 
             Time.deltaTime * smooth);
           
       }
        
 }

    
 

}