Please assume the role of a unity developer specialising in unity 2020.2.6f1 and visual studio 2017.
 I am going to share with you some scripts relating to ramp detection in a hoverboard game. It should be noted there may be references to being grounded which should not happen due to the hoverboard always being a set height hovering in the air. The issue is when detecting a ramp, the board just goes up it without adjusting its x rotation to match with the ramps angle. 
Script 1:
using UnityEngine;
using UnityEngine.UI;

[RequireComponent(typeof(Rigidbody))]
public class HoverBoardControl : MonoBehaviour
{
    private float boardslideSoundTime;
    private bool boardSlideCheck;
    private bool noseSlideCheck;
    private bool tailSlideCheck;

    public bool IsSteeringLeft { get { return isSteeringLeft; } }
    public bool IsSteeringRight { get { return isSteeringRight; } }

    [Header("Hover Settings")]
    public float hoverForce = 1500f;
    public float hoverHeight = 6f;
    public GameObject[] hoverPoints;

    [Header("Movement Settings")]
    public float forwardAcceleration = 100.0f;
    public float backwardAcceleration = 25.0f;
    [SerializeField] private float turnStrength = 10f; // Made it serializable for editor control

    [Header("UI & Scoring")]
    public Text scoreText;
    public int currentScore;
    public HUD hud;
    public TrickManager trickManager;

    [Header("Boost Settings")]
    public float boostMultiplier = 2.0f;

    [Header("Rotation Settings")]
    public float minRotation = -20.0f;
    public float maxRotation = 0.0f;

    [Header("Timer Settings")]
    public float timer = 5.0f;

    [Header("Miscellaneous")]
    public bool moving;
    public GameObject board;

    [Header("Input Settings")]
    public KeyCode moveForwardKey = KeyCode.W;
    public KeyCode moveBackwardKey = KeyCode.S;
    public KeyCode turnLeftKey = KeyCode.A;
    public KeyCode turnRightKey = KeyCode.D;

    [Header("Customizable Keys")]
    [SerializeField] private KeyCode ollieKey = KeyCode.Space;
    [SerializeField] private KeyCode boostKey = KeyCode.LeftControl;

    int layerMask;
    float currentThrust;
    float currentTurn;

    Rigidbody rb;

    private GrindDetection grindDetection; // Reference to the GrindDetection script
    public bool IsGrounded { get; set; }
    public AudioSource GrindAudio { get; set; }
    public Vector3 BoardTilt { get; set; }
    private bool isSteeringLeft;
    private bool isSteeringRight;

    void Awake()
    {
        rb = GetComponent<Rigidbody>();
        hud = FindObjectOfType<HUD>();
        trickManager = GetComponent<TrickManager>();
        grindDetection = GetComponentInChildren<GrindDetection>();
        GrindAudio = GetComponent<AudioSource>();
        isSteeringLeft = false;
        isSteeringRight = false;
    }

    // Add the following methods to match GrindDetection expectations
    public void GrindAudioVolumeLerp(float targetVolume, float lerpSpeed)
    {
        GrindAudio.volume = Mathf.Lerp(GrindAudio.volume, targetVolume, lerpSpeed * Time.deltaTime);
    }

    public void RotateAround(Vector3 point, Vector3 axis, float angle)
    {
        rb.transform.RotateAround(point, axis, angle * Time.deltaTime);
    }

    public void Rotate(Vector3 axis, float angle, Space relativeTo)
    {
        rb.transform.Rotate(axis * angle * Time.deltaTime, relativeTo);
    }

    public void TransformLocalRotationLerp(Quaternion targetRotation, float lerpSpeed)
    {
        rb.transform.localRotation = Quaternion.Lerp(rb.transform.localRotation, targetRotation, lerpSpeed * Time.deltaTime);
    }

    public void TransformRotationLerp(Quaternion targetRotation, float lerpSpeed)
    {
        rb.transform.rotation = Quaternion.Lerp(rb.transform.rotation, targetRotation, lerpSpeed * Time.deltaTime);
    }

    // Add the following method to start the grind
    public void StartGrind()
    {
        grindDetection.StartGrind();
    }

    // Add the following method to set the hover height
    public void SetHoverHeight(float height)
    {
        hoverHeight = height;
    }

    void Start()
    {
        layerMask = 1 << LayerMask.NameToLayer("Characters");
        layerMask = ~layerMask;

        if (scoreText == null)
        {
            GameObject canvas = GameObject.Find("Canvas");
            if (canvas != null)
            {
                scoreText = Instantiate(Resources.Load("ScoreText", typeof(Text))) as Text;
                scoreText.transform.SetParent(canvas.transform, false);
            }
            else
            {
                Debug.LogError("Canvas not found. Make sure there is a Canvas GameObject in the scene.");
            }
        }
    }

    void OnEnable()
    {
        rb.isKinematic = false;
        rb.useGravity = true;
    }

    void OnDisable()
    {
        rb.velocity = Vector3.zero;
        rb.angularVelocity = Vector3.zero;
        rb.isKinematic = true;
    }

    void GetSteeringInput()
    {
        isSteeringLeft = Input.GetKey(turnLeftKey);
        isSteeringRight = Input.GetKey(turnRightKey);
    }

    void Update()
    {
        GetSteeringInput();

        currentThrust = 0.0f;

        // Adjust currentTurn directly based on input
        if (isSteeringLeft)
        {
            currentTurn = -turnStrength;
        }
        else if (isSteeringRight)
        {
            currentTurn = turnStrength;
        }
        else
        {
            currentTurn = 0.0f;
        }

        // Allow adjustment of currentThrust from the Unity GUI inspector
        currentTurn = Mathf.Clamp(currentTurn, -1.0f, 1.0f); // Clamp the value between -1 and 1

        scoreText.text = currentScore + " Points";

        if (Input.GetKeyDown(ollieKey))
        {
            trickManager.ExecuteOllieOrTrick(1500f);
        }

        if (hud != null)
        {
            if (Input.GetKeyDown(boostKey) && (hud.BoostInt > 0))
            {
                forwardAcceleration = forwardAcceleration * boostMultiplier;
                backwardAcceleration = backwardAcceleration * boostMultiplier;

                if (hud.BoostInt <= 0)
                {
                    forwardAcceleration = forwardAcceleration / boostMultiplier;
                    backwardAcceleration = backwardAcceleration / boostMultiplier;
                }
            }

            if (Input.GetKey(boostKey))
            {
                hud.BoostInt -= 0.2f;
            }
        }

        Vector3 currentRotation = transform.rotation.eulerAngles;
        currentRotation.x = Mathf.Clamp(currentRotation.x, minRotation, maxRotation);
        currentRotation.z = Mathf.Clamp(currentRotation.z, minRotation, maxRotation);
        transform.rotation = Quaternion.Euler(currentRotation);

        float aclAxis = Input.GetAxis("Vertical");
        if (aclAxis > 0.1f)
            currentThrust = aclAxis * forwardAcceleration;
        else if (aclAxis < -0.1f)
            currentThrust = aclAxis * backwardAcceleration;

        // Remove the following block of code related to currentTurn
        // if (Mathf.Abs(currentTurn) > 0.1f)
        // {
        //     if (isSteeringLeft)
        //         currentTurn = -turnStrength;
        //     else if (isSteeringRight)
        //         currentTurn = turnStrength;
        // }

        // currentTurn = Mathf.Clamp(currentTurn, -1.0f, 1.0f); // Remove this line

        // Check for grinding input
        if (Input.GetKeyDown(grindDetection.GrindKey))
        {
            StartGrind();
        }
    }

    void FixedUpdate()
    {
        ApplyHover();
        ApplyMovement();
        ApplyTurning();
        ApplyGrinding();
    }

    void ApplyHover()
    {
        for (int i = 0; i < hoverPoints.Length; i++)
        {
            var hoverPoint = hoverPoints[i];
            RaycastHit hoverHit;
            if (Physics.Raycast(hoverPoint.transform.position, -Vector3.up, out hoverHit, hoverHeight, layerMask))
            {
                rb.AddForceAtPosition(Vector3.up * hoverForce * (1.0f - (hoverHit.distance / hoverHeight)), hoverPoint.transform.position);
            }
            else
            {
                if (transform.position.y > hoverPoint.transform.position.y)
                {
                    rb.AddForceAtPosition(hoverPoint.transform.up * hoverForce, hoverPoint.transform.position);
                }
                else
                {
                    rb.AddForceAtPosition(hoverPoint.transform.up * -hoverForce, hoverPoint.transform.position);
                }
            }
        }
    }

    void ApplyMovement()
    {
        if (Mathf.Abs(currentThrust) > 0)
        {
            rb.AddForce(transform.forward * currentThrust);
        }
    }

    void ApplyTurning()
    {
        if (currentTurn != 0)
        {
            rb.AddRelativeTorque(Vector3.up * currentTurn * turnStrength);
        }
    }

    void ApplyGrinding()
    {
        if (grindDetection.IsGrinding())
        {
            // Apply grinding logic here
            // Access grindDetection properties and methods as needed

            // Example: Reduce hover height and force during grinding
            SetHoverHeight(hoverHeight * 0.5f); // Adjust the hover height during grinding

            // Add your custom logic here based on the skateboard script

            if (boardSlideCheck || noseSlideCheck || tailSlideCheck)
            {
                boardslideSoundTime += Time.deltaTime;
                if (boardslideSoundTime > 0f && boardslideSoundTime < 0.1f && !GrindAudio.isPlaying)
                {
                    GrindAudio.Play(); // Assuming GrindAudio is your AudioSource
                }
            }
            else
            {
                boardslideSoundTime = 0f;
                GrindAudio.Stop(); // Assuming GrindAudio is your AudioSource
            }

            // Add the rest of your custom logic from the skateboard script
            // Adjust rotations, movements, and other parameters as needed
        }
        else
        {
            // Reset hover height and force when not grinding
            SetHoverHeight(hoverHeight); // Reset the hover height when not grinding

            // Add the rest of your logic for when not grinding
            // Reset any adjustments made during grinding, if necessary
        }
    }
}

Please wait before responding, I have more scripts I wish to share with you.