private void FixedUpdate() { Launching(); Bouncing(); Boosting(); OnMovingObject(); if (!_controller.dead) { currentState = CurrentState.alive; if (_movementEnabled) { _controller.Move(_cubeInfoSO.speed + _extraSpeed + _movingObjectDirection.x, _moveDirection); if (!_holdingJump) { _controller.Step(_moveDirection, 1f); } if (_groundJumpActive && !_inLauncher && !_inBouncer) { _controller.Jump(_realJumpForce, _holdingJump, ref _distanceReached); } } } }