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- //if you wanted to use a rigidbody
- //if (x > 0.001f || x < -0.001f || z > 0.001f || z < -0.001f)
- //{
- // //move force
- // Vector3 moveVector = new Vector3(x, 0, z);
- // if (moveVector.magnitude > 1) //prevent diagonal super running
- // moveVector = moveVector.normalized;
- // moveVector *= playerAccelForce;
- // moveVector = _transform.TransformDirection(moveVector);
- // //drag force
- // float movingDragForce = playerAccelForce / maxSpeed;
- // Vector3 dragVector = controller.velocity * movingDragForce;
- // dragVector.y = 0;
- // controller.AddForce(moveVector - dragVector);
- //}
- //else
- //{
- // Vector3 dragVector = -controller.velocity * stoppingDragForce;
- // dragVector.y = 0;
- // controller.AddForce(dragVector);
- //}
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