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- void FixedUpdate()
- {
- #region Input updating
- // We update the movement input in fixed-step ONLY, so there's no sense of input lag when steering
- if (!ourSkateboard.Rider.IsCrashed)
- {
- UpdateTwistInput(ourSkateboard.Rider.boardControl.TwistInput);
- UpdatePushingInput(ourSkateboard.Rider.boardControl.PushingInput);
- UpdateSteeringInput(ourSkateboard.Rider.boardControl.SteeringInput);
- }
- else
- {
- UpdateTwistInput(0f);
- UpdatePushingInput(0f);
- UpdateSteeringInput(0f);
- }
- #endregion
- #region Balancing Bails
- if (ourSkateboard.Trick.IsBalancing() && AccessibilityControl.BalanceEnabled)
- {
- ...
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