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Question by $$anonymous$$ · Feb 11, 2020 at 03:59 AM · rigidbodycharacter

Character air control causing jitter

So I'm trying to create air control for my character but the problem is that when the character is walking through terrain it jitters.

I check if the character is not on ground then move, so the character can air control.

Here is the code:

     void FixedUpdate()
     {
         if (grounded)
         {
             // Calculate how fast we should be moving
             targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
             targetVelocity = transform.TransformDirection(targetVelocity);
             targetVelocity *= speed;
 
             // Apply a force that attempts to reach our target velocity
             Vector3 velocity = rigidbody.velocity;
             Vector3 velocityChange = (targetVelocity - velocity);
             velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
             velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
             velocityChange.y = 0;
             rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
 
             // Jump
             if (canJump && Input.GetButton("Jump"))
             {
                 rigidbody.velocity = new Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
             }
         } else
         {
             // Calculate how fast we should be moving
             targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
             targetVelocity = transform.TransformDirection(targetVelocity);
             targetVelocity *= airControl;
 
             // Apply a force that attempts to reach our target velocity
             Vector3 velocity = rigidbody.velocity;
             Vector3 velocityChange = (targetVelocity - velocity);
             velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
             velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
             velocityChange.y = 0;
             rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
         }

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