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Answer by Dee Va

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var jumpSpeed: float = 5.0; var speed: float = 6.0; var rotateSpeed: float = 60.0; var gravity: float = 10.0; // gravity acceleration private var vSpeed: float = 0; // store vertical speed in a separate variable function Update () { var controller : CharacterController = GetComponent(CharacterController); // Rotate around y - axis transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed * Time.deltaTime, 0); // Move forward / backward var curSpeed = speed * Input.GetAxis ("Vertical"); var moveDir = transform.forward * curSpeed; // Jump code if (controller.isGrounded){ // if character is grounded... vSpeed = 0; // its vert speed is zero if (Input.GetButtonDown("Jump")) { // but if jump pressed, set it to jumpSpeed vSpeed = jumpSpeed; } } // apply gravity acceleration vSpeed -= gravity * Time.deltaTime; moveDir.y = vSpeed; // include vSpeed in moveDir // moveDir * Time.deltaTime is the displacement since last frame controller.Move(moveDir * Time.deltaTime); }

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