void Movement() { rigidBody.AddForce(Vector3.down * DownForce * Time.deltaTime); // keep player on the ground. PlayerJump.HandleJumping(rigidBody); Vector3 forward = camera.transform.forward; Vector3 right = camera.transform.right; rigidBody.AddForce(forward * PlayerInput.verticalMovement * MovementSpeed * Time.deltaTime * PlayerInput.movementMultiplier); rigidBody.AddForce(right * PlayerInput.horizontalMovement * MovementSpeed * Time.deltaTime * PlayerInput.movementMultiplier); }