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Question by erasergame · Oct 11, 2020 at 03:56 PM · movementinputmovement scriptaxis

How to get Horizontal axis value to 0 instantly after releasing the positive button!!!!

I'm facing a problem in which my horizontal axis takes time to reach 0 if positive button is pressed for a while I've tried everything but I runs good for 1 or 2 times I playtest. How do i deal with it? PLS HELP..... My CODE: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerMovement : MonoBehaviour { [SerializeField] private float jumpForce = 5f; [SerializeField] private float walkSpeed = 5f; [SerializeField] private float maxFallSpeed = -25f;

 private Rigidbody rbody;

 //Input variables
 private float horizontalInput;
 private bool isGrounded;
 private bool inAir;
 private bool playerJumpped;
 public bool canMove;

 // Start is called before the first frame update
 void Start()
 {
     rbody = GetComponent<Rigidbody>();
     canMove = true;
 }

 // Update is called once per frame
 void Update()
 {
     //Jumping the character
     if (Input.GetKeyDown(KeyCode.Space) && isGrounded && !inAir)
     {
         playerJumpped = true;
     }
   
     //stopping the player
     if (Input.GetKeyUp(KeyCode.D) || Input.GetKeyUp(KeyCode.A))
     {
         canMove = false;
     }

 
     horizontalInput = Input.GetAxisRaw("Horizontal");
     horizontalInput = Mathf.Clamp(horizontalInput, -1f, 1f);
 }

 void FixedUpdate()
 {
     float _velocity = rbody.velocity.magnitude;
     // Managing Player Movement
     rbody.constraints = RigidbodyConstraints.FreezeRotation;

     if (_velocity > maxFallSpeed)  // Setting Velocity to constant value or Setting velocity limit (Limit is = ?)
     {
         rbody.velocity = Vector3.ClampMagnitude(rbody.velocity, maxFallSpeed);
     }
    
     if(canMove == true && horizontalInput != 0f)       //Moving the character
     {
         rbody.velocity = new Vector3(horizontalInput * walkSpeed, rbody.velocity.y , 0f);
     }
    
     if (canMove == false && horizontalInput == 0f)     //Stopping the character
     {
         rbody.velocity = new Vector3(0f, rbody.velocity.y, 0);
         rbody.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezeRotation;
         canMove = true;
     }
     //Jumping the character
     if (playerJumpped == true)
     {
         rbody.AddForce(Vector3.up * jumpForce, ForceMode.VelocityChange);
         playerJumpped = false;
     }

 }

 void OnCollisionStay()
 {
     isGrounded = true;
     inAir = false;
 }

 void OnCollisionExit()
 {
     isGrounded = false;
     inAir = true;
 }

}

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