case PlayerState.jumping:
moveDirection = new Vector3(0,currentJumpSpeed,0);
playerController.Move(moveDirection);
jumpSpeedFalloff = jumpCurve.Evaluate(jumpTimer);
currentJumpSpeed -= jumpSpeedFalloff;
jumpTimer += Time.deltaTime;
break;
I hope someone else can make use of this because this was a topic which took me a long time to understand <.<’
My curve looks like that because I’m trying to have a fast setoff, which degrades quickly, then go on to having the character more or less floating for a while, then go back to having a fast descend :3