#Not entirely sure what you mean. Can you

1 messages · Page 1 of 1 (latest)

dire ice
#
private float _maxAcceleration = 50f;

float dSpeed = Mathf.Max(
  Vector3.Dot(
    Character.Velocity.normalized,
    Character.GetLookDirection()
  ),
  0
) * _maxAcceleration;

Character.Velocity = MovementUtils.ChangeMagnitude(
  Character.Velocity,
  -dSpeed*Time.deltaTime
);

As implemented here, dSpeed will always be negated (by design), and so in cases like this, I'm tempted to refactor it such that private float _maxAcceleration = -50f;, but I'm always worried about adding/dropping a negative

#

and I want to stick to some convention just to avoid debugging hell for some logic error caused by this

mortal oasis
#

I think it's fine as you have it now.