public void Update() { Vector3 input = _moveController.Movement(); Vector3 horizontalMove = (transform.forward * input.z) + (transform.right * input.x); horizontalMove *= Speed; _desiredMove.z = horizontalMove.z; _desiredMove.x = horizontalMove.x; if (_characterController.isGrounded) { _desiredMove.y = input.y * JumpSpeed; } //Debug.Log(_currentMove.x + ", " + _currentMove.y + ", " + _currentMove.z); //Debug.Log(_characterController.isGrounded); _desiredMove.y += (Physics.gravity * GravityMultiplier * Time.deltaTime).y; _characterController.Move(_desiredMove * Time.deltaTime); }