Why is my player sticking to walls mid air?

Hello everyone,
I’m making my first game and I have an issue where my player sticks to wall if he’s pressing the forward key while looking at a wall mid air.

I understand that it comes from the fact that my controller adds force to the player when pressing the forward key, so I added a bool “is facing wall” that takes the value of a raycast in front of the player to check if he’s facing a wall, and if he is, do not apply any force. (I also understand that this will make the player unable to move when facing a wall but that will be an issue for later lmao)

However, even like this, it doesn’t work. Any idea? Here’s my PlayerController:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    [Header("Movement")]
    public float moveSpeed;
    public float groundDrag;

    public float jumpForce;
    public float jumpCooldown;
    public float airMultiplier;
    public Vector3 CurrentForce;
    bool readyToJump = true;

    [Header("Keybinds")]
    public KeyCode jumpKey = KeyCode.Space;
    [Header("Ground Check")]
    public float playerHeight;
    public LayerMask whatIsGround;
    bool grounded;

    [Header("Wall Check")]
    public float minDistance=0.2F;
    bool facingWall;

    [Header("animation")]
    public Animator anim;

    public Transform orientation;

    float horizontalInput;
    float verticalInput;

    Vector3 moveDirection;

    Rigidbody rb;

    private void Start()
    {
        rb = GetComponent<Rigidbody>();
        rb.freezeRotation = true;

    }
    private void FixedUpdate()
    {
        MovePlayer();
    }
    private void Update()
    {
        grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
        
        anim.SetBool("grounded", grounded);
        MyInput();
        SpeedControl();

        if(grounded)
        {
            rb.drag = groundDrag;
        }
        else
        {
            rb.drag = 0;
        }
    }
    private void MyInput()
    {
        horizontalInput = Input.GetAxisRaw("Horizontal");
        verticalInput = Input.GetAxisRaw("Vertical");
        anim.SetFloat("vertical", verticalInput);
        anim.SetFloat("horizontal", horizontalInput);
        if(Input.GetKey(jumpKey) && readyToJump && grounded)
        {
            anim.SetTrigger("jump");
            readyToJump = false;
            Jump();
            Invoke(nameof(ResetJump), jumpCooldown);
        }
    }

    private void MovePlayer()
    {
        moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;
        facingWall = Physics.Raycast(transform.position, moveDirection.normalized, minDistance);
        if (!facingWall) { 
        if (grounded) 
        { 
            rb.AddForce(moveDirection.normalized * moveSpeed * 10F, ForceMode.Force);
        }
        else
        {
            rb.AddForce(moveDirection.normalized * moveSpeed * 10F * airMultiplier, ForceMode.Force);
        }
        }
    }

    private void SpeedControl()
    {
        Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z);

        if (flatVel.magnitude > moveSpeed)
        {
            Vector3 limitedVel = flatVel.normalized * moveSpeed;
            rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
            
        }
        CurrentForce = rb.velocity;
    }

    private void Jump()
    {
        
        
        rb.velocity = new Vector3(rb.velocity.x , 0f, rb.velocity.z);

        rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);


    }

    private void ResetJump()
    {
        anim.ResetTrigger("jump");
        readyToJump = true;
       
    }
}

Thank you for your help!

Maybe you can try creating a Physics Material and setting Dynamic Friction and Static Friction to 0, and drag this to your players collider which will make it so your player doesn’t have friction with any object.

Had the same problems on my project, I solved by setting the Friction Combine of the Physics Material to minimum and everything started working