Slope Not Blocked !free! 💯 Verified
Vector3 groundNormal = GetGroundNormal(); float slopeAngle = Vector3.Angle(groundNormal, Vector3.up); if (slopeAngle > maxWalkableAngle && !isSliding)
// 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) Vector3 groundNormal = GetGroundNormal()
EnterSlide();
Vector3 smoothedNormal = LerpNormals(groundNormal, previousGroundNormal, 0.5f); ApplySmoothedVelocity(smoothedNormal); float slopeAngle = Vector3.Angle(groundNormal