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();

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