If i have this code:
public float walkAcceleration = 5f;
public float maxWalkSpeed = 20f;
public float maxSlope = 60f;
public float jumpVelocity = 20f;
public GameObject cameraObject;
[HideInInspector]
public Vector2 horizontalMovement;
[HideInInspector]
public bool grounded = false;
public float jump = 0f;
void Update () {
horizontalMovement = new Vector2(rigidbody.velocity.x, rigidbody.velocity.z);
if(horizontalMovement.magnitude > maxWalkSpeed){
horizontalMovement.Normalize();
horizontalMovement *= maxWalkSpeed;
}
float velX = rigidbody.velocity.x;
velX = horizontalMovement.x;
float velZ = rigidbody.velocity.z;
velZ = horizontalMovement.y;
//rigidbody.velocity = new Vector3(horizontalMovement.x, 0, horizontalMovement.y);
transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent<MouseLookScript>().currentYRotation, 0);
rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkAcceleration, jump, Input.GetAxis("Vertical") * walkAcceleration);
jump = 0f;
if(Input.GetButtonDown("Jump") && grounded){
jump = jumpVelocity;
}
}
Why can my person still walk at like the speed of sound ? When it is clearly being limited at the start of the update function.