>>11938873
>>11938887
I should have said the other way around.
Basically I have a foot collider which sets y velocity to zero and slightly above it there is a knee collider which gives a moderate amount of positive y velocity to "float" the character out of the collider, it gives a jarring look the ascent depending on the slope which isn't terrible but I'd prefer to learn how to do it smoothly like my favorite games feel .
One method that I can get to work is to use a .ClosestPoint() method to get the y coordinate closest to the character's center and then set the character's y position equal to that point but this only works with convex colliders and I'd rather be able to use concave colliders as well.
Next thing I'll look into is methods of tessalating concave colliders into a series of triangular plane colliders but it may be above the scope of my engine