Quick answer: Raise the maximum standable slope angle, snap the player to the ground on walkable surfaces, and only apply slide force above the true steepness limit.
A player who slowly slides down a ramp or off a staircase they ought to stand firmly on has a slope threshold set too aggressively. Tuning the angle and adding ground snapping fixes it. Here is how.
How to fix it
1. Raise the standable angle
Set the maximum walkable slope angle above the steepest surface the player should stand on (e.g. 50 degrees), so ramps and stair-step normals are not classified as slide surfaces.
2. Compare against the real ground normal
Use the ground contact normal's angle from up to decide sliding, and average normals across multiple ground rays so a single stair edge does not falsely read as steep.
3. Snap to ground when walkable
On walkable surfaces, snap the character down to the ground each frame so they do not drift or slide on micro-slopes; only apply slide acceleration when the angle truly exceeds the limit.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.