void FixedUpdate() { Movement.CalculateVelocity(); Movement.ApplyMovement(velocity * Time.fixedDeltaTime, directionalInput); zHeight = GFXTransform.position.y - ShadowTransform.position.y; if (!onGround && zHeight <= 0f) { onGround = true; velocity.z = 0f; GFXTransform.localPosition = new Vector3(ShadowTransform.localPosition.x, ShadowTransform.localPosition.y, 0); } }