Okay, another issue… I’m having an issue where my character jumps he is floaty, but I have accounted for part of the issue by adding…
public float fallMultiplier;
private void FixedUpdate()
{
MovePlayer();
if (rigibody.velocity.y < 0)
{
rigibody.velocity += Vector3.up * Physics.gravity.y * fallMultiplier * Time.deltaTime;
}
}
Although this solves the floaty issue I still have a problem where the application of gravity is no instant so there is still a delay between the jump and when gravity multiplier is applied. But I can also replicate this issue just by walking off an object. I can walk forward and I’m still floating until the gravity multiplier kicks in. Am I doing something wrong?
This is a diagram of what I’m trying to explain and want to happen