Gravity not being applied anymore?

Hey so i got my code to make the player move and rotate with the camera, but now gravity isn’t being applied to the player. instead i accidently made it so you can fly, how might I fix this?

// Update is called once per frame
    void Update()
    {
        
        GravityHandler();        
        OnMovement();
        OnJump();                      

    }

    //Movement Listener
    private void OnMovement()
    {
        
        currentMovementInput = inputManager.OnMovementInput();       
        currentMovement.x = currentMovementInput.x;
        currentMovement.z = currentMovementInput.y;        
        currentMovement = cameraTransform.forward * currentMovement.z + cameraTransform.right * currentMovement.x;
        currentMovement.y = 0f;
        isMovementPressed = currentMovementInput.x != 0 || currentMovementInput.y != 0;
        characterController.Move(currentMovement * Time.deltaTime * movementSpeed);

    }

    //Gravity Handler
    private void GravityHandler()
    {
        
        bool isFalling = currentMovement.y <= 0.0f || !isJumpPressed;
        float fallMultiplier = 2.0f;
        if (characterController.isGrounded)
        {

            float groundedGravity = -0.05f;
            currentMovement.y = groundedGravity;

        }
        else if (isFalling)
        {

            float previousYVelocity = currentMovement.y;
            float newYVelocity = currentMovement.y + (gravity * fallMultiplier * Time.deltaTime);
            float nextYVelocity = Mathf.Max((previousYVelocity + newYVelocity) * 0.5f, -20.0f);
            currentMovement.y = nextYVelocity;

        }
        else
        {

            float previousYVelocity = currentMovement.y;
            float newYVelocity = currentMovement.y + (gravity * Time.deltaTime);
            float nextYVelocity = (previousYVelocity + newYVelocity) * 0.5f;
            currentMovement.y = nextYVelocity;

        }

    }

You call “GravityHandler()”, then you call “OnMovement()”.

“GravityHandler()” doesn’t move the CharacterController, while “OnMovement()” does.

In the middle of “OnMovement()”, you zero out the vertical speed that was set in “GravityHandler()”.

currentMovement.y = 0f;