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Question by flyinfishtacos · Jun 08, 2016 at 03:51 PM · movementgravity

Character being pulled back when moving

I relaize I asked this before but I messed up sending my code and it was unreadable. My player is being pulled back for some reason after moving forward in 3d game. The drag is 0 and the mass is 5 for him and he has a capsule collider. I intially thought it was the collider being pushed by now not sure. He is moving on a flat surface so I can think it is gravity.

Code is below

 using UnityEngine;
 using System.Collections;
 
 
 public class CharacterControl : MonoBehaviour {
 
 public float inputDelay = 0.1f;
 public float forwardVel =12;
 public float rotateVel = 100;
 Animator anim;
 
 
  Quaternion targetRotation;
  Rigidbody rBody;
 public float forwardInput, turnInput;
 
  public Quaternion TargetRotation
  {
      get { return targetRotation;}
  }
  void Start()
  {
      anim = GetComponent<Animator>();
      targetRotation = transform.rotation;
         if (GetComponent<Rigidbody>()) {
              rBody = GetComponent<Rigidbody>();
         }
         else{
             Debug.LogError("The character needs a rigid body");
         }
     
      forwardInput = turnInput = 0;
  }
  void GetInput(){
          forwardInput = Input.GetAxis("Vertical");
          turnInput = Input.GetAxis("Horizontal");
  }
  void Update(){
      GetInput();
      Turn();
      if(Input.GetButtonDown("Jump"))
      {
      anim.SetTrigger("isJumping");
      }
      if(forwardInput != 0){
      anim.SetBool("isRunning", true);
      }
      else
      {
     anim.SetBool("isRunning", false);
      }
      if (Input.GetMouseButtonDown(0)) {
      anim.SetTrigger("Spell");
      }
 
  }
  void FixedUpdate(){
      Run();
  }
  void Run(){
      if(Mathf.Abs(forwardInput)> inputDelay){
      rBody.velocity = transform.forward * forwardVel;
 
      }
   else{
         Vector3 v = rBody.velocity;
         v.x = v.z = 0;
         rBody.velocity = v;
 
      }
  }
 
      void Turn(){
         if (Mathf.Abs(turnInput) > inputDelay) {
             targetRotation *= Quaternion.AngleAxis(rotateVel * turnInput * Time.deltaTime, Vector3.up);
         }
      
      transform.rotation = targetRotation;
  }
 

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