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fix(PlayerControllerRBBase): Unity 6 compatibility
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01b9260768
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@ -1,4 +1,4 @@
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using System;
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using System;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.Serialization;
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@ -335,7 +335,11 @@ void FixedUpdate()
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runtimeData.groundState = GroundState.Falling;
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runtimeData.groundState = GroundState.Falling;
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// Update velocity for diagnostics
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// Update velocity for diagnostics
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#if UNITY_6000_0_OR_NEWER
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runtimeData.velocity = Vector3Int.FloorToInt(rigidBody.linearVelocity);
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#else
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runtimeData.velocity = Vector3Int.FloorToInt(rigidBody.velocity);
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runtimeData.velocity = Vector3Int.FloorToInt(rigidBody.velocity);
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#endif
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}
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}
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void HandleOptions()
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void HandleOptions()
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@ -479,7 +483,11 @@ void ApplyMove(float fixedDeltaTime)
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rigidBody.MovePosition(rigidBody.position + runtimeData.direction * fixedDeltaTime);
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rigidBody.MovePosition(rigidBody.position + runtimeData.direction * fixedDeltaTime);
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// Handle vertical movement (jumping and gravity)
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// Handle vertical movement (jumping and gravity)
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#if UNITY_6000_0_OR_NEWER
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Vector3 verticalMovement = rigidBody.linearVelocity;
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#else
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Vector3 verticalMovement = rigidBody.velocity;
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Vector3 verticalMovement = rigidBody.velocity;
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#endif
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verticalMovement.y = runtimeData.jumpSpeed;
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verticalMovement.y = runtimeData.jumpSpeed;
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// Apply gravity
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// Apply gravity
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@ -487,7 +495,11 @@ void ApplyMove(float fixedDeltaTime)
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verticalMovement.y += Physics.gravity.y * fixedDeltaTime;
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verticalMovement.y += Physics.gravity.y * fixedDeltaTime;
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// Apply vertical movement
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// Apply vertical movement
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#if UNITY_6000_0_OR_NEWER
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rigidBody.linearVelocity = new Vector3(rigidBody.linearVelocity.x, verticalMovement.y, rigidBody.linearVelocity.z);
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#else
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rigidBody.velocity = new Vector3(rigidBody.velocity.x, verticalMovement.y, rigidBody.velocity.z);
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rigidBody.velocity = new Vector3(rigidBody.velocity.x, verticalMovement.y, rigidBody.velocity.z);
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#endif
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}
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}
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}
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}
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}
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}
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