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Nov 26th, 2019
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  1. void FixedUpdate()
  2. {
  3. #region Input updating
  4. // We update the movement input in fixed-step ONLY, so there's no sense of input lag when steering
  5. if (!ourSkateboard.Rider.IsCrashed)
  6. {
  7. UpdateTwistInput(ourSkateboard.Rider.boardControl.TwistInput);
  8. UpdatePushingInput(ourSkateboard.Rider.boardControl.PushingInput);
  9. UpdateSteeringInput(ourSkateboard.Rider.boardControl.SteeringInput);
  10. }
  11. else
  12. {
  13. UpdateTwistInput(0f);
  14. UpdatePushingInput(0f);
  15. UpdateSteeringInput(0f);
  16. }
  17. #endregion
  18.  
  19. #region Balancing Bails
  20. if (ourSkateboard.Trick.IsBalancing() && AccessibilityControl.BalanceEnabled)
  21. {
  22. ...
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