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Question by CrashBandicootFan123 · Aug 28, 2017 at 05:14 PM · scripting problem

ThiirdPersonController Movement in midair!

I really want to know how to set ThirdPersonController For Unity 5 to be able to move in midair! The thing is that i dont know what part of the script it is to change for it to be able to move in midaiir so im putting my finger on this part! void HandleAirborneMovement() { // apply extra gravity from multiplier: Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity; m_Rigidbody.AddForce(extraGravityForce);

         m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
     }


     void HandleGroundedMovement(bool crouch, bool jump)
     {
         // check whether conditions are right to allow a jump:
         if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
         {
             // jump!
             m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
             m_IsGrounded = false;
             m_Animator.applyRootMotion = false;
             m_GroundCheckDistance = 0.1f;
         }
     }

     void ApplyExtraTurnRotation()
     {
         // help the character turn faster (this is in addition to root rotation in the animation)
         float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
         transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
     }


     public void OnAnimatorMove()
     {
         // we implement this function to override the default root motion.
         // this allows us to modify the positional speed before it's applied.
         if (m_IsGrounded && Time.deltaTime > 0)
         {
             Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;

             // we preserve the existing y part of the current velocity.
             v.y = m_Rigidbody.velocity.y;
             m_Rigidbody.velocity = v;
         }
     }


     void CheckGroundStatus()
     {
         RaycastHit hitInfo;

if UNITY_EDITOR

        // helper to visualise the ground check ray in the scene view
         Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));

endif

        // 0.1f is a small offset to start the ray from inside the character
         // it is also good to note that the transform position in the sample assets is at the base of the character
         if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
         {
             m_GroundNormal = hitInfo.normal;
             m_IsGrounded = true;
             m_Animator.applyRootMotion = true;
         }
         else
         {
             m_IsGrounded = false;
             m_GroundNormal = Vector3.up;
             m_Animator.applyRootMotion = false;
         }
     }
 }

}

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