EnableClamping() public method

public EnableClamping ( ) : void
return void
    /*void Update () {
     * Update is normally run once on every frame update. We won't be using it
     * in this case, since the SuperCharacterController component sends a callback Update
     * called SuperUpdate. SuperUpdate is recieved by the SuperStateMachine, and then fires
     * further callbacks depending on the state
     * }*/

    // Below are the three state functions. Each one is called based on the name of the state,
    // so when currentState = Idle, we call Idle_EnterState. If currentState = Jump, we call
    // Jump_SuperUpdate()
    void Idle_EnterState()
    {
        controller.EnableSlopeLimit();
        controller.EnableClamping();
    }