Hi guys,
I have a very simple check funktion in my 2D Character controller that should determine it´s actual X speed. It´s simply a “fixed update” check, getting the X value of the rigidbody2D velocity. It seems to work fine and is acurate as long as the character is grounded, as soon as it jumps the value seems to be the “horizontal” input rather than the actual X speed (so if I hit a collider the actual speed doesn´t get reduced but stays at full speed).
Where is the error in my thinking, please?