// Update is called once per frame private void Update() { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } if (this.gameObject.transform.position.y < -1) { this.gameObject.transform.position = new Vector3(0.0f, 3.5f, 0.0f); HeartsScript.heartsValue -= 1; } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; newY = m_Camera.transform.position.y; Debug.Log("New.Y : " + newY); GameBrain.findTheHeighOfTheJump(oldY, newY); m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } m_PreviouslyGrounded = m_CharacterController.isGrounded; }