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- suspensionCompression = Mathf.InverseLerp(suspensionTravelDistance, -suspensionTravelDistance, suspensionPosition);
- suspensionPosition = Mathf.Clamp(suspensionPosition, -suspensionTravelDistance, suspensionTravelDistance);
- float springFactor = suspensionCompression * suspensionSpring;
- float dampFactor = (suspensionCompression - previousCompression) * suspensionDamp;
- springForce = (springFactor + dampFactor) * Vector3.up;
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