so My problem is a bit weird. I have a model that will not fall at the correct speed. She falls incredibly slowly. This is the only script attached to her, and I did the "Scale to large" test by placing a box next to her and letting them drop at the same time. The box fell instantly to the ground and she just kind floats taking her time.
Gravity is on kinematic is off, I'm out of ideas and could use some help. :D!
Thank you.
This is unity in c#.
using UnityEngine;
using System.Collections;
public class PlayerController : MonoBehaviour {
// public variables
public float speed = 1.5f;
public float JumpH = 1.5f;
public float RotateSpeed = 30f;
//pivate component checks
private Animator animr;
private Rigidbody LillyRB;
//private generic bits.
private bool checker;
private float movever;
private float movehor;
private float turn;
void Start (){
LillyRB = GetComponent<Rigidbody> ();
animr = GetComponent<Animator> ();
}
void FixedUpdate () {
// movevertical and move horizontal check for player input wasd
// jump checks for jump/spacebar.
movever = Input.GetAxisRaw ("Vertical");
movehor = Input.GetAxisRaw ("Horizontal");
turn = Input.GetAxisRaw ("mouse x");
Quaternion rot = LillyRB.rotation;
Quaternion Exturn = Quaternion.Euler (0.0f, RotateSpeed * Time.deltaTime * turn + rot.eulerAngles.y, 0.0f);
if (movehor != 0 || movever != 0) {
checker = true;
}
else {
checker = false;
}
animr.SetBool ("IsMoving", checker);
LillyRB.MoveRotation (Exturn);
LillyRB.MovePosition (LillyRB.position + (transform.forward * movever));
LillyRB.MovePosition (LillyRB.position + (transform.right * movehor));
}
}