Slope Not Blocked !free! -

// 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 &gt