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Question by AgonyRoses · May 05, 2018 at 04:11 AM · physicscharactercontrollerslopeslidingslopes

Sliding down a slope with a character controller

So I've been attempting to make it so that my third person controller slides down a slope when it's deemed too steep (with the slideThreshold variable) and would thus move down it based on the normals of the surface detected. However despite the surface detection it doesn't quite seem to even move. It gets the normals but nothing happens afterwards.

Here's the sliding function I'm attempting.

     void Slide()
     {
         if(Grounded)
         {
             hitNormal = Vector3.zero;
             
         }
        
        
         Debug.DrawRay(transform.position + transform.up, debug * Vector3.down, Color.red);
 
         if (Physics.Raycast(transform.position + transform.up, debug * Vector3.down, out hitInfo))
         {
             hitNormal = new Vector3(hitInfo.normal.x, -hitInfo.normal.y, hitInfo.normal.z);
             if (Grounded)
             {
                 hitNormal = Vector3.zero;
             }
 
             
             if (hitInfo.normal.y < SlideThreshold)
             {
                
 
                 moveVector += hitNormal * slideSpeed;
             }
 
             if (hitNormal.magnitude < maxControllableSlideMag)
             {
                 moveVector = hitNormal * slideSpeed;
             }
         }
        
     }
     
     void Gravity()
     {
         if (Grounded == false)
         {
             VerticalVelocity -= gravity * Time.deltaTime;
 
 
         }
         if (Grounded == true && TerminalVelocity < -1)
         {
             VerticalVelocity = -1;
         }
     }

Here's my movement script.

     void Movement()
     {
   
         if(moveVector.magnitude > 1)
         {
             moveVector = Vector3.Normalize(moveVector);
         }
 
         CharacterCam = Camera.main.transform;
         Slide();
         camForward = Vector3.Scale(CharacterCam.forward, new Vector3(1, 0, 1)).normalized;
         //make the movement Relative to the camera
         moveVector = (InputZ * camForward + InputX * CharacterCam.right ).normalized;
        
         //Get movespeed input based on player input
         moveVector *= moveSpeed * InputAxis;
         //Applies any Vertical movement
         moveVector = new Vector3(moveVector.x, VerticalVelocity, moveVector.z);
 
         Gravity();
 
         player.Move(moveVector * Time.deltaTime);
         
     }

And here's gravity.

    void Gravity()
     {
         if (Grounded == false)
         {
             VerticalVelocity -= gravity * Time.deltaTime;
 
 
         }
         if (Grounded == true && TerminalVelocity < -1)
         {
             VerticalVelocity = -1;
         }
     }


Need anything else? Just ask and I'll provide

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Answer by AgonyRoses · May 14, 2018 at 05:02 AM

Nevermind I fixed it myself but I just need to find a way to make the character controller not spaz from moving forwards then back whenever there's an attempt to move up the ramp.

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avatar image tbriz · Dec 23, 2019 at 01:42 AM 0
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It would be nice to add the "fixed" version of the code to your answer to make it a legit answer! :)

avatar image Paul_Hughes tbriz · Nov 24, 2021 at 12:41 AM 0
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Agreed a lot of people need help with this, it would be nice to see the whole working script in action, instead of never $$anonymous$$d, I'm fine...bye.

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