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Question by Sicario7 · Mar 12, 2019 at 10:35 AM · damping

How do I add dampening to air movement on a 2d Platformer?

Currently I am making a 2D platformer and I was wondering how would I make it so my character has limit to moving in the air? I still want to be able to control the character in the air but not as much as if he were on the ground. Here is my character controller and movement script.

 using UnityEngine;
 using UnityEngine.Events;
 
 public class CharacterController2D : MonoBehaviour
 {
     private float m_JumpForce = 400f;                          // Amount of force added when the player jumps.
     [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;          // Amount of maxSpeed applied to crouching movement. 1 = 100%
     [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;  // How much to smooth out the movement
     [SerializeField] private bool m_AirControl = false;                         // Whether or not a player can steer while jumping;
     [SerializeField] private LayerMask m_WhatIsGround;                          // A mask determining what is ground to the character
     [SerializeField] private Transform m_GroundCheck;                           // A position marking where to check if the player is grounded.
     [SerializeField] private Transform m_CeilingCheck;                          // A position marking where to check for ceilings
     [SerializeField] private Collider2D m_CrouchDisableCollider;                // A collider that will be disabled when crouching
 
     const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
     public bool m_Grounded;            // Whether or not the player is grounded.
     const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
     public Rigidbody2D m_Rigidbody2D;
     private bool m_FacingRight = true;  // For determining which way the player is currently facing.
     public Vector3 m_Velocity = Vector3.zero;
 
     [Range(1, 10)]
     public float jumpVelocity;
 
     [Header("Events")]
     [Space]
 
     public UnityEvent OnLandEvent;
 
     [System.Serializable]
     public class BoolEvent : UnityEvent<bool> { }
 
     public BoolEvent OnCrouchEvent;
     private bool m_wasCrouching = false;
 
     private void Awake()
     {
         m_Rigidbody2D = GetComponent<Rigidbody2D>();
 
         if (OnLandEvent == null)
             OnLandEvent = new UnityEvent();
 
         if (OnCrouchEvent == null)
             OnCrouchEvent = new BoolEvent();
     }
 
     private void FixedUpdate()
     {
         bool wasGrounded = m_Grounded;
         m_Grounded = false;
 
         // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
         // This can be done using layers instead but Sample Assets will not overwrite your project settings.
         Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
         for (int i = 0; i < colliders.Length; i++)
         {
             if (colliders[i].gameObject != gameObject)
             {
                 m_Grounded = true;
                 if (!wasGrounded && m_Rigidbody2D.velocity.y < 0)
                     OnLandEvent.Invoke();
             }
         }
     }
 
 
     public void Move(float move, bool crouch, bool jump)
     {
         // If crouching, check to see if the character can stand up
         if (crouch)
         {
             // If the character has a ceiling preventing them from standing up, keep them crouching
             if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
             {
                 crouch = true;
             }
         }
 
         //only control the player if grounded or airControl is turned on
         if (m_Grounded || m_AirControl)
         {
 
             // If crouching
             if (crouch)
             {
                 if (!m_wasCrouching)
                 {
                     m_wasCrouching = true;
                     OnCrouchEvent.Invoke(true);
                 }
 
                 // Reduce the speed by the crouchSpeed multiplier
                 move *= m_CrouchSpeed;
 
                 // Disable one of the colliders when crouching
                 if (m_CrouchDisableCollider != null)
                     m_CrouchDisableCollider.enabled = false;
             }
             else
             {
                 // Enable the collider when not crouching
                 if (m_CrouchDisableCollider != null)
                     m_CrouchDisableCollider.enabled = true;
 
                 if (m_wasCrouching)
                 {
                     m_wasCrouching = false;
                     OnCrouchEvent.Invoke(false);
                 }
             }
 
             // Move the character by finding the target velocity
             Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
             // And then smoothing it out and applying it to the character
             m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
 
             // If the input is moving the player right and the player is facing left...
             if (move > 0 && !m_FacingRight)
             {
                 // ... flip the player.
                 Flip();
             }
             // Otherwise if the input is moving the player left and the player is facing right...
             else if (move < 0 && m_FacingRight)
             {
                 // ... flip the player.
                 Flip();
             }
         }
         // If the player should jump...
         if (m_Grounded && jump)
         {
             // Add a vertical force to the player.
             m_Grounded = false;
             //m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
             GetComponent<Rigidbody2D>().AddForce(Vector2.up * jumpVelocity, ForceMode2D.Impulse);
             SoundManager.PlaySound("jump");
         }
     }
 
 
     private void Flip()
     {
         // Switch the way the player is labelled as facing.
         m_FacingRight = !m_FacingRight;
 
         // Multiply the player's x local scale by -1.
         transform.Rotate(0f, 180f, 0f);
     }
 }

Movement Script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class PlayerMovement : MonoBehaviour
 {
     public CharacterController2D controller;
     public Animator animator;
     SpriteRenderer spriteRenderer;
     BetterJump betterjump;
     public Rigidbody2D rb;
 
     float horizontalMove = 0f;
     public float runSpeed = 40f;
     bool jump = false;
     bool crouch = false;
 
 
     // Start is called before the first frame update
     void Start()
     {
     }
 
     // Update is called once per frame
     void Update()
     {
         //Horizontal Movement
         horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
 
         //Animation for running
         animator.SetFloat("Speed", Mathf.Abs(horizontalMove));
 
 
         //Jumping Check
         if (Input.GetButtonDown("Jump"))
         {
             jump = true;
         }
 
         //Animation 
         if (rb.velocity.y == 0)
         {
             animator.SetBool("IsJumping", false);
             animator.SetBool("IsFalling", false);
         }
         if (rb.velocity.y > 0.1)
         {
             animator.SetBool("IsJumping", true);
             animator.SetBool("IsFalling", false);
         }
         if (rb.velocity.y < -2 && !controller.m_Grounded)
         {
             animator.SetBool("IsJumping", false);
             animator.SetBool("IsFalling", true);
         }
     }
 
     //Check if landing method
     public void OnLanding()
     {
         animator.SetBool("IsJumping", false);
     }
 
 
     void FixedUpdate()
     {
         
         //Moves the character
         controller.Move(horizontalMove * Time.fixedDeltaTime, false, jump);
         jump = false;
     }



Any help would be appreciated!

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