Slope Not Blocked 🌟
Vector3 groundNormal = GetGroundNormal(); float slopeAngle = Vector3.Angle(groundNormal, Vector3.up); if (slopeAngle > maxWalkableAngle && !isSliding)
Vector3 smoothedNormal = LerpNormals(groundNormal, previousGroundNormal, 0.5f); ApplySmoothedVelocity(smoothedNormal); slope not blocked
// Prevent micro-step blocking if (CheckForCollisionEdge(groundNormal, previousGroundNormal)) Vector3 groundNormal = GetGroundNormal()
currentVelocity = Vector3.zero; // Natural stop, not a block float slopeAngle = Vector3.Angle(groundNormal
EnterSlide();
