Frictionless touching wall is sometime applying some friction

Package is for a simple non-kinematic rigidbody (all Freeze Rotation checked) character controller that uses WASD to body.AddForce(direction, ForceMode.VelocityChange); horizontally in the corresponding directions, and SPACE to body.AddForce(Vector3.up * 4, ForceMode.VelocityChange);. All colliders have a “No Friction” (0,0,0,min,min) physics material.

When character standing away from any walls (simple cubes) and jumps, it jumps to X height, but when it’s up against a wall (asleep or moving perpendicular), then it only jumps about 1/3 the height. If it’s moving toward the wall and jumps and collides with the wall, it still reaches the expected height

Also, when not colliding with a wall, WASD changes the horizontal velocity by 1 as expected. When touching a wall (asleep or moving horizontally perpendicular), it only changes the horizontal velocity by 0.5, but if also jumping, it changes the horizontal velocity by the expected 1.

I’ve tried the different “Collision Detection” methods, all have the same results.

Sounds like a physic bug to me.

[EDIT]
Using Unity 2023.3.33 URP, built-in PhysX.

9903240–1430640–JumpTest.unitypackage (6.39 KB)