private void VariableFall() { Vector2 desiredFallVelocity = Vector2.zero; if (MyPhysics.Velocity.y < 0) { desiredFallVelocity = Vector2.up * Physics2D.gravity.y * descendingFallMod * Time.deltaTime; } else if (MyPhysics.Velocity.y > 0 && GameInput.JumpHeld == false) { desiredFallVelocity = Vector2.up * Physics2D.gravity.y * ascendingFallMod * Time.deltaTime; } MyPhysics.AddVelocity(desiredFallVelocity); //My2DBody.velocity += desiredFallVelocity; }