I haven’t found a ton of useful information on this so far, so I’m just going to put this question out there. What’s the best way to ensure that

- My character’s local y axis is always perpendicular to the ground underneath them, and
- My character won’t be pushed downwards by gravity while standing on a downward angled slope

*Any* kind of help on this is greatly appreciated

I found an answer deep in the bowels of google that gives me the slope information i need, and it looks like this:

```
RaycastHit2D[] hits = new RaycastHit2D[2];
int h = Physics2D.RaycastNonAlloc(transform.position, -Vector2.up, hits,3.5f,myMask); //cast downwards
if (h > 1) { //if we hit something do stuff
angle = Mathf.Abs(Mathf.Atan2(hits[1].normal.y, hits[1].normal.x)*Mathf.Rad2Deg); //get angle
Debug.Log (angle);
}
```

This gets you the angle of the slope against the player’s up vector. So if I want my character to rotate to be perpendicular to the slope, I just have to make my character’s rotation plus the angle equal 90. I’m going to paste the code I have in just a sec, but for some reason, if the desired rotation is negative, it just breaks my code and I *really* don’t understand why. My character just keeps spinning clockwise and it makes no sense

```
if (myGroundCheck.GetComponent<GroundCheckScript> ().isGrounded) {
targetRotation = angle - 90;
} else if (!myGroundCheck.GetComponent<GroundCheckScript> ().isGrounded) {
targetRotation = 0;
}
if (transform.rotation.eulerAngles.z < targetRotation) {
//if our rotation is less than the target rotation, add up to it
Vector3 tempRot = transform.rotation.eulerAngles;
tempRot.z += correctionRate * Time.deltaTime;
tempRot.z = Mathf.Clamp (tempRot.z, -slopeLimit, targetRotation);
transform.rotation = Quaternion.Euler(tempRot);
} else if (transform.rotation.eulerAngles.z > targetRotation) {
//if our rotation is more than the target rotation, subract down to it
Vector3 tempRot = transform.rotation.eulerAngles;
tempRot.z -= correctionRate * Time.deltaTime;
tempRot.z = Mathf.Clamp (tempRot.z, targetRotation, slopeLimit);
transform.rotation = Quaternion.Euler(tempRot);
}
```