private void Gravity() { if (isUsingGravity == false) { return; } if (isGrounded == false) { if (active_gravityForce <= 0) { active_gravityForce = base_gravityForce; } active_gravityForce += Mathf.Sqrt(active_gravityForce) / 10; //Exponential increase of gravity when falling. active_gravityForce = Mathf.Clamp(active_gravityForce, 0, 600); //Hard limit to prevent issues. entityMovement.ApplyGravity(playerRigidbody, active_gravityForce); } else { active_gravityForce = 0; } }