Slope Not Blocked ~repack~ -

// No artificial blocking even at low speed if (currentVelocity.magnitude < 0.01f && slopeAngle < maxWalkableAngle)

Vector3 smoothedNormal = LerpNormals(groundNormal, previousGroundNormal, 0.5f); ApplySmoothedVelocity(smoothedNormal); slope not blocked

currentVelocity = Vector3.zero; // Natural stop, not a block // No artificial blocking even at low speed

// No speed cap on slopes float slopeAccel = gravity * Mathf.Sin(slopeAngle * Mathf.Deg2Rad) * deltaTime; currentVelocity += slopeDirection * slopeAccel; 0.01f && slopeAngle &lt