// 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
currentVelocity = Vector3.zero; // Natural stop, not a block // No speed cap on slopes float slopeAccel = gravity * Mathf