public void FixedUpdate() { float horizontalInput = Input.GetAxis("Horizontal"); Vector2 horizontalForce = new Vector2(horizontalInput * MovementMultiplier, 0f); BehaviorManager.Rb.AddForce(horizontalForce); float clampedHorzVel = Mathf.Clamp(BehaviorManager.Rb.velocity.x, -MaxHorizontalVelocity, MaxHorizontalVelocity); BehaviorManager.Rb.velocity = new Vector2(clampedHorzVel, BehaviorManager.Rb.velocity.y); _animator.SetFloat(HorizontalSpeedAbsoluteId, Mathf.Abs(BehaviorManager.Rb.velocity.x)); //check to see if should call flip method which will call OnFlip() on all activated behaviors if (horizontalInput < 0 && wasFacingRight == true) { BehaviorManager.Flip(); wasFacingRight = false; } if (horizontalInput > 0 && wasFacingRight == false) { BehaviorManager.Flip(); wasFacingRight = true; } }