So a while back I had asked about slope management and was recommended using a behavior that was part of a bundle.
It worked at the time, but as I have built more to the game, I have found that it no longer works; the issue appears to be that one of the protagonist's forms has an animation that goes below the feet so the bottom of the collision box is no longer the bottom of the actor and that messes it all up.
So, I am now looking to figure out a solution to have sloped tiles work using a standalone behavior coded from blocks rather than being a part of a bundled system that I cannot tweak easily. There are three challenges it seems like I need to overcome; stopping the player from being slowed upon touching a slope, ensuring the player does not "hop off" the top of the slope, and ensuring the player stays *on* the slope when running down the slope.
I am thinking that I can do the slope detection for running up the slope with tile data and tweak the physics for it until it seems right, but while that may work for going up the slope, I'm not sure what I might try to do for going down, as the actor flies straight off the slope and does not stay in contact with it to detect it's presence. Any advice, tips, or guidance would be greatly appreciated.