Quick answer: Set a slope limit that matches walkable angles, apply sliding above it, and use ground friction so the character holds walkable slopes and slides steep ones.
Slope sliding issues are mistuned slope limits and friction. Here is how to fix them.
How to fix it
1. Set the slope limit
Define the maximum angle the character can stand on. Below it, the character should hold; above it, slide. A wrong limit makes it slide on walkable slopes or grip un-walkable ones.
2. Apply sliding above the limit
On slopes steeper than the limit, apply a slide so the character slips down rather than standing on a cliff face. Without it, the character sticks to steep surfaces unrealistically.
3. Use ground friction on walkable slopes
On slopes within the limit, apply enough friction (or snapping) that the character stands still instead of slowly sliding. Insufficient friction makes it creep down gentle, walkable inclines.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.