CheckSphere checks only the character controller

I followed the Brackeys 3D movement video, and I set the CheckSphere to view collision with all layers but the player one, but it doesn’t work and doesn’t check collisions correctly.
This is my code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{
    CharacterController cc;
    public float speed = 10f;
    public float rotateSpeed = 125f;
    public float jumpHeight = 5f;

    public float gravity = -9.81f;
    Vector3 vel;

    public Transform groundCheck;
    public float groundDistance = 0.48f;
    public LayerMask playerMask;
    bool isGrounded;

    void Start()
    {
        cc = GetComponent<CharacterController>();
    }

    void Update()
    {
        isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, ~playerMask);

        if (isGrounded && vel.y < 0)
            vel.y = -2f;

        print(isGrounded);
      
        Move();

        Jump();

        vel.y += gravity * Time.deltaTime;
        cc.Move(vel * Time.deltaTime);
    }

    void Move()
    {
            Vector3 direction = transform.forward * Input.GetAxis("Vertical");
            cc.Move(direction * speed * Time.deltaTime);

            transform.Rotate(Vector3.up * (Input.GetAxis("Horizontal") * rotateSpeed * Time.deltaTime));
    }

    void Jump()
    {
        if(Input.GetAxis("Jump") > 0 && isGrounded)
        {
            vel.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
        }
    }
}

I resolved it, I copied badly the code