Slope Not Blocked [work] -
// Prevent micro-step blocking if (CheckForCollisionEdge(groundNormal, previousGroundNormal))
EnterSlide();
// No speed cap on slopes float slopeAccel = gravity * Mathf.Sin(slopeAngle * Mathf.Deg2Rad) * deltaTime; currentVelocity += slopeDirection * slopeAccel; slope not blocked
// No artificial blocking even at low speed if (currentVelocity.magnitude < 0.01f && slopeAngle < maxWalkableAngle) currentVelocity += slopeDirection * slopeAccel
Vector3 smoothedNormal = LerpNormals(groundNormal, previousGroundNormal, 0.5f); ApplySmoothedVelocity(smoothedNormal); 0.01f && slopeAngle <
currentVelocity = Vector3.zero; // Natural stop, not a block