Raycasting out from camera but avoiding player collider

If you are doing a raycast out from the camera but want to avoid the player collider without using layermasks how would you do it?

if (Physics.Raycast(player.head.transform.position, player.head.transform.forward, out hit, 5f)) {

I think combining the start position with the vector direction and extending it a bit would work but I’m not sure how to do it.

Oh man, I’m overthinking stuff. You just gotta add them together.

if (Physics.Raycast(player.head.transform.position += (player.head.transform.forward * 0.2f), player.head.transform.forward, out hit, 5f)) {