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Question by ksewo · Sep 14, 2019 at 08:26 PM · collisionphysicscharactercontrollercharacter movementphysics.raycast

CharacterController bounce on ramp instead of smooth walk

Hello. How can I fix bouncing on ramp, so character sticks to ground?

https://gfycat.com/pl/assuredchillyantelope

 using System;
 using System.Collections;
 using UnityEngine;
 
 public class PlayerMove : MonoBehaviour
 {
     [SerializeField] private string horizontalInputName;
     [SerializeField] private string verticalInputName;
     [SerializeField] private float movementSpeed;
 
     private CharacterController charController;
 
     [SerializeField] private AnimationCurve jumpFallOff;
     [SerializeField] private float jumpMultiplier;
     [SerializeField] private KeyCode jumpKey;
     private Boolean isJumping;
     public GameObject platform;
 
     private void Awake() {
         charController = GetComponent<CharacterController>();
     }
 
     private void Update() {
         PlayerMovement();    
     }
 
     private void PlayerMovement() {
         float vertInput = Input.GetAxis(verticalInputName);
         float horizInput = Input.GetAxis(horizontalInputName);
 
         Vector3 forwardMovement = transform.forward * vertInput;
         Vector3 rightMovement = transform.right * horizInput;
         Vector3 moveDir = Vector3.zero;
 
         RaycastHit hit;
         if (!isJumping && Physics.Raycast(transform.position, Vector3.down, out hit)) {
             moveDir = SlopeAngle(forwardMovement + rightMovement, hit.normal);
             Debug.DrawLine(hit.point, moveDir, Color.red, 3f);
         }
 
         moveDir.Normalize();
 
         charController.SimpleMove(moveDir * movementSpeed);
 
         JumpInput();
     }
 
     private Vector3 SlopeAngle(Vector3 vector, Vector3 normal) {
         return Vector3.ProjectOnPlane(vector, normal);
     }
 
     private void JumpInput() {
         if(Input.GetKeyDown(jumpKey) && !isJumping && charController.isGrounded) {
             isJumping = true;
             StartCoroutine(JumpEvent());
         } 
     }
     private IEnumerator JumpEvent() {
         float timeInAir = 0;
         do {
             float jumpForce = jumpFallOff.Evaluate(timeInAir);
             charController.Move(Vector3.up * jumpForce * jumpMultiplier * Time.deltaTime);
             timeInAir += Time.deltaTime;
             yield return null;
         } while (!charController.isGrounded && charController.collisionFlags != CollisionFlags.Above);
 
         isJumping = false;
     }
 }
 
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