public void ExecutePhysicsEvent() { Vector3 direction = _PhysicsPlayer.CalculateHorizontalDirection(); Vector3 moveToLocation = (direction * _SprintSpeed * Time.deltaTime) + _PlayerTransform.position; if (_PhysicsPlayer.Grounded_HorizontalMoveCheck(moveToLocation)) { direction = _PhysicsPlayer.HorizontalDirection; moveToLocation = (direction * _SprintSpeed * Time.deltaTime) + _PlayerTransform.position; _PlayerRigidbody.MovePosition(moveToLocation); } else { return; } }