Jumping Player stops in mid air before falling

Hey, can someone help me? So I followed Brackeys FPS Controller tutorial and ended up with this script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovementScript : MonoBehaviour
{

   public CharacterController controller;

   public float speed = 12;
   public float gravity = -9.81f;
   public float jumpHeight = 3f;

   public Transform groundCheck;
   public float groundDistance = 0.4f;
   public LayerMask groundMask;

   Vector3 velocity;
   bool isGrounded;

   // Update is called once per frame
   void Update()
   {

       isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);

       if (isGrounded && velocity.y < 0)
       {
           velocity.y = -2f;
       }

       float x = Input.GetAxis("Horizontal");
       float z = Input.GetAxis("Vertical");

       Vector3 move = transform.right * x + transform.forward * z;

       controller.Move(move * speed * Time.deltaTime);

       if (Input.GetButtonDown("Jump") && isGrounded)
       {
           velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
       }

       velocity.y += gravity * Time.deltaTime;

       controller.Move(velocity * Time.deltaTime);
   }
}

(exactly the one from the tutorial) The problem is, when I try to jump it works but when I am at the peak height I just stop for half a second and then begin to fall instead of a smooth “transition”

1 Like

Can you record this problem and post a video?