private void Gravity()
        {
            if (isUsingGravity == false)
            {
                return;
            }

            if (isGrounded == false)
            {
                if (active_gravityForce <= 0)
                {
                    active_gravityForce = base_gravityForce;
                }
                active_gravityForce += Mathf.Sqrt(active_gravityForce) / 10;     //Exponential increase of gravity when falling.
                active_gravityForce  = Mathf.Clamp(active_gravityForce, 0, 600); //Hard limit to prevent issues.
                entityMovement.ApplyGravity(playerRigidbody, active_gravityForce);
            }
            else
            {
                active_gravityForce = 0;
            }
        }