// No speed cap on slopes float slopeAccel = gravity * Mathf.Sin(slopeAngle * Mathf.Deg2Rad) * deltaTime; currentVelocity += slopeDirection * slopeAccel;
// No artificial blocking even at low speed if (currentVelocity.magnitude < 0.01f && slopeAngle < maxWalkableAngle) slope not blocked
EnterSlide();