I need to build my own rigidbody drag function because it must be splitted on XZ and Y to achieve a breaking function for my avatar that not infacts the drag on the Y axis.
Here in the Answers forum I found a solution. But it is only usable for global space.
vel = rigidbody.velocity;
vel.x *= 1.0f - dragXZ; // reduce x component…
vel.z *= 1.0f - dragXZ; // and z component each cycle
rigidbody.velocity = vel;
Do someone have a clue how to make a own drag function that works for local space?