#How do I stop it from bobbing

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astral cloud
#
var moveDir = new Vector3(input.x, 0, input.y);
        moveDir = moveDir.x * cameraTransform.right.normalized + moveDir.z * cameraTransform.forward.normalized;
        moveDir *= playerSpeed;
        
        if (controller.isGrounded) vertSpeed = 0;
        if (controller.isGrounded && jumpAction.triggered)
        {
            vertSpeed += Mathf.Sqrt(jumpHeight * -3f * gravityValue);
        }
        
        vertSpeed += gravityValue * Time.deltaTime;
        moveDir.y = vertSpeed;

        controller.Move(moveDir * Time.deltaTime);