// Fixed Update of the Player void FixedUpdate() { if (fullStop) { Rb2D.velocity = new Vector2(0, 0); return; } // Mistake Mechanics processMistakes(); if (dead) { if (enemyCol != null) { for (int i = 0; i < enemyCol.Length; i++) { enemyCol[i].enabled = true; } } if (diedInLiquid) { Rb2D.velocity = new Vector2(0, 0); } else { Rb2D.velocity = new Vector2(0, Rb2D.velocity.y); } } else { if (endless) { Rb2D.velocity = new Vector2(5, Rb2D.velocity.y); } else { MV.Horizontal_Velocity_Update(Rb2D); } // Check for player controlled jumps MV.Jump(Rb2D); // Tells the movement script to update his axis MV.UpdateAxis(); } // Animate MV.Animate(Rb2D, dead); }