duck

duck

Jul 9th, 2010
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  1. suspensionCompression = Mathf.InverseLerp(suspensionTravelDistance, -suspensionTravelDistance, suspensionPosition);
  2.  
  3. suspensionPosition = Mathf.Clamp(suspensionPosition, -suspensionTravelDistance, suspensionTravelDistance);
  4.  
  5. float springFactor = suspensionCompression * suspensionSpring;
  6. float dampFactor = (suspensionCompression - previousCompression) * suspensionDamp;
  7. springForce = (springFactor + dampFactor) * Vector3.up;
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