Slope Not Blocked ~upd~ -

Vector3 smoothedNormal = LerpNormals(groundNormal, previousGroundNormal, 0.5f); ApplySmoothedVelocity(smoothedNormal);

EnterSlide();

// No artificial blocking even at low speed if (currentVelocity.magnitude < 0.01f && slopeAngle < maxWalkableAngle) slope not blocked

// Prevent micro-step blocking if (CheckForCollisionEdge(groundNormal, previousGroundNormal)) Vector3 smoothedNormal = LerpNormals(groundNormal

currentVelocity = Vector3.zero; // Natural stop, not a block 0.01f && slopeAngle &lt

Vector3 groundNormal = GetGroundNormal(); float slopeAngle = Vector3.Angle(groundNormal, Vector3.up); if (slopeAngle > maxWalkableAngle && !isSliding)