Help! My Temporary Character is an Accidental Yogi!
So, I have learned how to debug, and as it happens, my character IS returning isGrounded. That should have occurred to me because jump is working fine and my character has to be isGrounded in order to jump...so something completely different is wrong with sliding, and I have no idea what to do now.
Okay, yes, obviously this is a stand-in character based on the one from the Creating a Custom 3rd Person Controller course on 3DBuzz, and I've opted to give him a stylish 'fro (and he's going to have a sex change during the overall procedure because the character I'm creating is a woman). I must say that overall my scripts are working perfectly, except one teeny-tiny detail. I can't get him to slide. Basically, he's supposed to lose traction on steep surfaces and gravity is supposed to drag him down. I've been trying for a week to figure out what was wrong (obviously, since this isn't actually affecting anything else in my TP Controller, I've moved on to other parts of the lesson while I try to get an answer to this.) So, I've been getting a headache trying to figure this problem out, when I realize something: every time I hit play, my character shifts from the ground and in game he levitates and I can't get him on the ground. I didn't think anything of this, and then I suddenly realized that this is why he isn't sliding: my Raycast isn't returning isGrounded, because he isn't on the freaking ground! (That sound you just heard was me faceplanting on my keyboard...)
Thus, the problem isn't in any of my C# classes because they have nothing that defines character position. The problem is that I can't get the editor to stop levitating my Capsule Collider on play. Actually, I'd like to have C# solution to this since that would prevent it from happening again, but it'll probably be easier to figure this out in the editor.