Unity… blurg
More progress with movement on slopes

- Since we're able to move in both X and Y directions, we must use both the X and Y coords to determine the adjusted velocity vector for movement along slopes.
- In order to do that, we can't do collision checks in only one direction (X or Y only); we'll have to cast rays in the direction of movement. This means, we'll probably have to stick to a ray sweep for determining collisions.
- Using vector addition/subtraction, we can determine the resultant velocity vector for our character's movement. The normalized fromDirection vector + the normal (normal of the surface we've collided with) provides the resultant vector which is at a right angle to the normal. This vector is scalar and represents our character's actual velocity (It helps to draw a few pictures).
- The remaining issue is the jitteriness of the character as we move into sloped surfaces or at an angle on a horizontal/vertical surface. This issue might be caused by inaccurate/imprecise ray casts when testing for collisions.