what is wallJumpContactNormal.y ?

I know that the normal indicates where an object surface is facing,

if(Mathf.Abs(wallJumpContactNormal.y) < 0.2f)
	
		wallJumpContactNormal.y = 0;
///=====================================================================
 Help me if Im getting this above part wrong... I read it as...
 Ignore the height of the normal which is 20% above or below
//======================================================================

if(Mathf.Abs(wallJumpContactNormal.y) < 0.2f)
	{
		wallJumpContactNormal.y = 0;
		moveDirection = wallJumpContactNormal.normalized;
		//Wall jump gives at least trotspeed
		moveSpeed = Mathf.Clamp(moveSpeed * 1.5f, trotSpeed, runSpeed);
	}
	else
	{
		moveSpeed = 0;
	}

I would read this as: if the surface hit is modestly tilted up, or an any way tilted down, treat the surface as if it was straight up and down (not tilted).

I got your point:

That way, straight up would be 0
and up to 20% tiltness(inclination) unity’d consider as straight up anyways and the player’d receive a force to jump out of the wall
105%, not less then trotSpedd and no more than runSpeed.
Otherwise if the inclination is greater or less then this value(20%)
it wouldn’t receive no speed at all.

Is that what you mean?

At first I thought that the heith of the wall was the thing that’d trigger the player speed and direction setting. It’d only be active beyond 20% but that in fact would be inefficient if we’d jump from one wall to another cuz its height’d go over this amount.

I have just one more question…

‘‘wallJumpContactNormal.y’’ is comparing y(height) value to another value…(if it goes over/below 20%)
if straight Up is zero… is positive 1 at -x?