Slope Not Blocked 'link' May 2026
// No speed cap on slopes float slopeAccel = gravity * Mathf.Sin(slopeAngle * Mathf.Deg2Rad) * deltaTime; currentVelocity += slopeDirection * slopeAccel;
EnterSlide();
currentVelocity = Vector3.zero; // Natural stop, not a block slope not blocked
Vector3 smoothedNormal = LerpNormals(groundNormal, previousGroundNormal, 0.5f); ApplySmoothedVelocity(smoothedNormal); // No speed cap on slopes float slopeAccel = gravity * Mathf