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Question by jrdymally · May 08 at 11:41 PM · codepage

when i jump in the middle of running the player speed slows down mid air instead of keeping the constant pace I want for the move speed I set.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Player : MonoBehaviour
 
 {
 
     private Rigidbody rigCom;
 
     [SerializeField] private Transform groundCheckTransform = null;
     [SerializeField] private LayerMask playerMask;
 
     private float moveSpeed;
     private float moveHorizontal;
     private bool jumpKeyWasPressed;
     
     
    
     
 
     // Start is called before the first frame update
     void Start()
     {
         rigCom = GetComponent<Rigidbody>();
 
         moveSpeed = 3f;
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             jumpKeyWasPressed = true;
         }
 
         moveHorizontal = Input.GetAxis("Horizontal");
 
     }
 
     //fixedupdate is called once every physic update
     private void FixedUpdate()
     {
 
         rigCom.velocity = new Vector3(moveHorizontal, rigCom.velocity.y, 0);
 
         if (Physics.OverlapSphere(groundCheckTransform.position, 0.1f, playerMask).Length == 0)
         {
             return;
         }
 
         if (jumpKeyWasPressed)
         {
             rigCom.AddForce(Vector3.up * 6, ForceMode.VelocityChange);
             jumpKeyWasPressed = false;
         }
 
         if (moveHorizontal > 0.1f || moveHorizontal < -0.1f)
         {
             rigCom.AddForce(new Vector3(moveHorizontal * moveSpeed, 0f, 0f), ForceMode.VelocityChange);
 
         }
     }
 
     
 }
 
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avatar image TheIrishKraken · May 16 at 09:47 AM 0
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It could be ForceMode.VelocityChange causing this to happen.

Maybe try rigCom.velocity = Vector2.up * 6 instead to make your player jump.

avatar image rh_galaxy · May 16 at 03:03 PM 0
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I think it is the RigidBody drag value. Try setting it to 0 in the Inspector or do rigCom.drag = 0f;

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