private void forcedMovement() { //Forced Movement if (_grounded) { //_camera.transform.eulerAngles = transform.eulerAngles; _camera.LookingNormal(_gameManager.CameraRotationTime); } else { //Maybe make this a function in ChaseCamera Vector3 newCameraRotation = transform.eulerAngles - new Vector3(-_gameManager.CameraRotationInAir, 0.0f, 0.0f); _camera.LookingDown(newCameraRotation, _gameManager.CameraRotationTime); } if (forceMovement == true) { //Debug.Log("moving"); transform.Translate(new Vector3(0, 0, _gameManager.PlayerMovementSpeed) * Time.deltaTime, Space.Self); } }