// Prevent micro-step blocking if (CheckForCollisionEdge(groundNormal, previousGroundNormal))
Vector3 groundNormal = GetGroundNormal(); float slopeAngle = Vector3.Angle(groundNormal, Vector3.up); if (slopeAngle > maxWalkableAngle && !isSliding) slope not blocked
Vector3 smoothedNormal = LerpNormals(groundNormal, previousGroundNormal, 0.5f); ApplySmoothedVelocity(smoothedNormal); float slopeAngle = Vector3.Angle(groundNormal
// No artificial blocking even at low speed if (currentVelocity.magnitude < 0.01f && slopeAngle < maxWalkableAngle) if (slopeAngle >