A major issue was that if the player kept moving against the wall and jump they immediately go back onto the wall and essentially ‘climb’ their way up similar to a slinky (back-and-forth).
Thise brings up lots of exploits and allows the user to essentially climb and scale up walls really quickly – while a neat feature it goes against what I originally intended.
Eventually I settled on the first option as changing the player’s drag affected the directional force applied to the object.
I looked at various ways to disable controls but those suggested disabling a PlayerController script that I didn’t have (for now), but one person suggested creating booleans and use conditions to do it instead so I did just that.
I also played around with modifying movement speed through air via (airSpeed) variable to prevent the player from ‘climbing’ but that went against the whole focus on minimum input lag I was talking about on Post 7.
A good balance for me meant that the player can’t significantly climb high like in the old version (seen in video below) but can also regain control quick enough to add momentum and boost jump to reach further obstacles (also seen in video below)