Vector3 smoothedNormal = LerpNormals(groundNormal, previousGroundNormal, 0.5f); ApplySmoothedVelocity(smoothedNormal);
currentVelocity = Vector3.zero; // Natural stop, not a block slope not blocked
// Prevent micro-step blocking if (CheckForCollisionEdge(groundNormal, previousGroundNormal)) Vector3 smoothedNormal = LerpNormals(groundNormal