Player accelerates upwards when jumping into a slope while running

This has happened to me a lot of times,well basically any time I have a player controller in a platformer, and I think I know why it happens, just not how to fix it.

The issue is that when my character is, say, moving right, and there’s a slope beside it (or if it has a capsule collider it would also happen with the edge of a platform), and it jumps towards it, if it hits the slope while it’s still jumping a lot of the horizontal movement transfers to the Y axis too and it makes a much higher jump than normal. This is my code:

    private void Update()
        {
            input = Input.GetAxis("Horizontal");    
            if(Input.GetButtonDown("Jump") && (grounded || canCoyoteJump))
            {
                jumping = true;
            }

        }
    
    private void FixedUpdate()
        {
            rb.velocity = new Vector2(input * speed, rb.velocity.y);
            CheckJump();
        }

    private void CheckJump()
    {
        if(jumping)
        {
            rb.velocity = new Vector2(rb.velocity.x, jumpVelocity);
            
            jumping = false;
            isCoyote = false;
        }
        
        if(rb.velocity.y < jumpVelocity / 2)
        {
            rb.AddForce(Vector2.down * fallMultiplier);
        }else if (rb.velocity.y > 0 && !Input.GetKey("space"))
        {
            rb.AddForce(Vector2.down * lowJumpMultiplier);
        }
    }

I tried fixing this by changing the rb.velocity to an rb.AddForce so that if it hits a ledge it loses its speed and has to accelerate back up again, but that just makes it so that either it takes a lot longer to get to full speed to the controls feel terrible or the acceleration is so fast it ends up having the same issue, and it’s still worse for controls.

Here’s a gif of it happening, sorry for the bad quality, but it should get the point across. I pressed space on the whole jump in both of them:

179325-2021-04-16-12-14-09.gif

Any ideas would be appreciated

Ok so I was able to fix this by clamping the Y velocity, which isn’t a perfect solution if I ever want the player to move upwards quickly for some other mechanic but it works for me. I changed the line that moved the player horizontally to this: rb.velocity = new Vector2(input * speed, Mathf.Clamp(rb.velocity.y, rb.velocity.y, yClamp)); and that seems to work fine! I guess the underlying issue still happens but I can now control how much it does