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Question by yogeshbhatt · Aug 26, 2019 at 12:10 PM · transformscript.blender

Player floats in air when i enter play mode

I don't think there is any problem in my code. For x reason whenever i enter play mode the player gets some position added to its y-axis and doesn't fall. Use gravity is on. Is kinematic is off. I cant find any problem with the asset in blender but this shouldn't be a concern because the player changes its position on its own.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class RunScript : MonoBehaviour
 {
     
     public Rigidbody rb;
     Animator animator;
     public float moveSpeed = 7f;
     bool canMove = false;
     bool canJump = false;
     
 
     //Initializes animator;
     void Start()
     {
         animator = GetComponent<Animator>();
     }
 
     //Sets canJump to true/false 
     private void OnCollisionEnter()
     {
         canJump = true;
     }
     private void OnCollisionExit(){
         canJump = false;
         
     }
    
     void FixedUpdate()
     {
         
         float input= Input.GetAxisRaw("Horizontal");
         canMove= input!= 0 ? true: false;
 
         //Enables running based on following condition
         if (canMove && !Input.GetKey(KeyCode.UpArrow)) {
             animator.SetBool("canRun", true);
             transform.eulerAngles = input > 0 ? Vector3.up * 90 : -Vector3.up * 90;
             transform.Translate((input > 0 ? -transform.right : transform.right) * moveSpeed * Time.deltaTime);
         }
         else
         {
             animator.SetBool("canRun", false);
         }
 
         //OnPositionJump
         if (Input.GetKey(KeyCode.Space) && canJump)
         {
             animator.SetBool("canJump", true);
         }
         else
         {
             animator.SetBool("canJump", false);
         }
            
   
     }
 }
 
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