Question by 
               Veritas · Apr 14, 2017 at 01:17 AM · 
                movementphysicscontroller  
              
 
              Adding proper air control to RigidbodyFirstPersonController
Unity's provided RigidbodyFirstPersonController moves like this:
 if (m_RigidBody.velocity.sqrMagnitude < (movementSettings.CurrentTargetSpeed * movementSettings.CurrentTargetSpeed)) {
   m_RigidBody.AddForce (desiredMove * SlopeMultiplier (), ForceMode.Impulse);
 }
This means that if the body is moving at max speed (in air), you're unable to control yourself. I'd like to continue being able to control myself while still clamping the speed - How can I do this? I thought about checking the magnitude after adding a force, but I don't believe there's a way to do that in the same frame.
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              Answer by Veritas · Apr 14, 2017 at 02:33 AM
I was mostly able to solve it using this:
 else if (!m_IsGrounded) {
   Vector3 desVel = desiredMove;
   desVel.y = m_RigidBody.velocity.y;
   m_RigidBody.velocity = m_RigidBody.velocity.magnitude * desVel.normalized;
 }
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