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Slope Not Blocked -

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

EnterSlide();

// Prevent micro-step blocking if (CheckForCollisionEdge(groundNormal, previousGroundNormal)) slope not blocked

Vector3 groundNormal = GetGroundNormal(); float slopeAngle = Vector3.Angle(groundNormal, Vector3.up); if (slopeAngle > maxWalkableAngle && !isSliding) // No speed cap on slopes float slopeAccel = gravity * Mathf

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

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

EnterSlide();

// Prevent micro-step blocking if (CheckForCollisionEdge(groundNormal, previousGroundNormal))

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

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