Continuous sliding down incline with character rigidbody, regardless of friction

My character, with a rigidbody and capsule collider attached, is slowly sliding down inclines that are not steep enough for this to make sense. For example, a large cube rotated so the angle is a little less than 45 degrees.

I’ve tried:

  • Applying physics materials to both the object and character, with dynamic friction and static friction set as high as 1. All this seems to do is make walking up the incline really jerky; slide down persists
  • Adjusting the various values in PhysicsManager; no change either
  • Adjusting mass of character; no noticeable effect

I found this old thread, where one comment was “The smooth capsule edges tend to lend themselves to some extreme sliding, it’s very true. I tend to do a movement script that sets x and z velocity to zero if there are no movement keys pressed.”. This doesn’t seem like the best solution, since the character shouldn’t really be standing still on inclines that are very steep, and I can imagine there would be many other collision scenarios that would need to be manually checked for.

Is there no way to adjust this really? Are there any more elegant solutions or options? I would expect the physics material friction to deal with this.

Bump.

This answer is something I am also after.

I really apologize for grave-digging, but I’m looking for solution and I haven’t found any.
Have you found a way?

In my experience, vertically locked capsule colliders suck for physics. It sort of makes sense, since in real life, an actual capsule standing up like that would immediately fall over, but the character controller is stopping that by forcing it to always stay vertical. This means there is always a single point of contact with the ground rather than an actual surface area. So sliding around all over the place is pretty much what would happen in real life too if you could somehow magically force a perfect capsule to stay vertical by breaking the laws of physics.

I think most games just avoid using physics at all on the character except when it is temporarily taken out of the player’s control (like getting knocked over and ragdolled by an explosion). The capsule collider is just for checking if you’re colliding with things, not for simulating the physics of a human body.