private void Update() { if (Player.CanControlPlayer) { // Check if jumping if (IsGrounded && Keybinds.JumpDown()) { // Queue a jump for the next FixedUpdate // Actual jumping done in FixedUpdate to stay in sync with PlayerGroundedChecker jumpQueued = true; } else { jumpQueued = false; } // Check if sprinting if (Keybinds.Sprint() && PewterReserve.HasMass) { IsSprinting = true; } else { IsSprinting = false; } } }
private void Update() { if (IsGrounded) { // Jump if (Keybinds.JumpDown()) { rb.AddForce(jumpHeight, ForceMode.Impulse); groundedChecker.AddForceToTouchingCollider(-jumpHeight); } } }