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Question by unityispreatyannoying · Mar 29, 2021 at 09:15 PM · movementjumpmovement script

my player can jump in mid air,my charater can jump in mid air how do i fix?

can you help me please? This is my PlayerMovement Script

 `using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public CharacterController controller;
 
     public float speed = 12f;
     public float gravity = -9.81f;
     public float jumpHeight = 3f;
 
     public Transform groundCheck;
     public float groundDistance = 0.4f;
     public LayerMask groundMask;
 
     Vector3 velocity;
     bool isGrounded;
 
     // Update is called once per frame
     void Update()
     {
         isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
 
         if(isGrounded && velocity.y < 0)
         {
             velocity.y = -2f;
         }
 
         float x = Input.GetAxis("Horizontal");
         float z = Input.GetAxis("Vertical");
 
         Vector3 move = transform.right * x + transform.forward * z;
 
         controller.Move(move * speed * Time.deltaTime);
 
         if(Input.GetButtonDown ("Jump") && isGrounded)
         {
             velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
         }
 
         velocity.y += gravity * Time.deltaTime;
 
         controller.Move(velocity * Time.deltaTime);
     }
 }


This is my MouseLook Script

using System.Collections; using System.Collections.Generic; using UnityEngine; public class MouseLook : MonoBehaviour { public float mouseSensitivity = 100f; public Transform playerBody; float xRotation = 0f; // Start is called before the first frame update void Start() { Cursor.lockState = CursorLockMode.Locked; } // Update is called once per frame void Update() { float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime; float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime; xRotation -= mouseY; xRotation = Mathf.Clamp(xRotation, -90f, 90f); transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f); playerBody.Rotate(Vector3.up * mouseX); } }

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