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Question by Relativ99 · Apr 25, 2019 at 10:11 PM · rigidbodycontrollervelocityfalling

Slow falling speed on player (with RB), but all other objects are fine (checked scaling).

Hi all, so I have a player controller I've been fiddeling with, trying to add bits and bobs that I'm learning from different sources, I've got basically everything working and behaving as I want it, except the fall speed is very slow. I tried putting the script on a new object, but it produces the same problem, all the other objects in the scene with RB's fall at regular speeds, and everything is default scale. So I'm sure I messed up somewhere in my movement script, but I can't really figure it out.

Hope someone can help:

 public float speed = 5;
     public float rotation = 3;
     public float height;
     public float jumpPower = 5;
     private Rigidbody charRB;
 
     public GameObject target;
     public GameObject chase;
     public GameObject tpCamera;
     public GameObject feet;
     public bool grounded;
 
 
 
     // Start is called before the first frame update
     void Start()
     {
         charRB = GetComponent<Rigidbody>();
         Cursor.visible = false;
     }
 
     // Update is called once per frame
     void Update()
     {
         RaycastHit hit;
         Ray groundRay = new Ray(feet.transform.position, Vector3.down);
 
             if (Physics.Raycast(groundRay, out hit, height))
             {
                 if (hit.collider.tag == "enviroment")
                 {
                     grounded = true;
                 }
             } else
         {
             grounded = false;
         }
 
 
         tpCamera.transform.LookAt(this.transform);
 
         target.transform.position = this.transform.position;
         tpCamera.transform.position = Vector3.Lerp(tpCamera.transform.position, chase.transform.position, 5 * Time.deltaTime);
 
         Vector2 mouseInput = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
         Vector3 targetRotation = target.transform.eulerAngles;
         targetRotation.y += mouseInput.x;
         targetRotation.x += mouseInput.y * -1f;
 
         target.transform.eulerAngles = targetRotation;
 
         this.transform.rotation = target.transform.rotation;
 
     }
 
     private void FixedUpdate()
     {
 
         Vector3 forwardCam = tpCamera.transform.forward;
         Vector3 rightCam = tpCamera.transform.right;
 
         forwardCam.y = 0;
         rightCam.y = 0;
 
         forwardCam = forwardCam.normalized;
         rightCam = rightCam.normalized;
 
         float strafeMove = Input.GetAxis("Horizontal");
         float forwardMove = Input.GetAxis("Vertical");
 
         charRB.velocity = (forwardCam * forwardMove * speed) + (rightCam * strafeMove * speed);
         
 
         if(Input.GetKey(KeyCode.Space) && grounded)
         {
             Jump();
         }
 
     }
 
     public void Jump()
     {
             charRB.AddForce(Vector2.up * jumpPower);   
     }

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