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=> Rigidbody falling too slowly!

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I have FirstPersonPlayerMovement script attached to a simple capsule player in my scene. It has a rigidbody, all values set to default except for some constraints. But my player falls way too slow when walking off ledges. **Can someone let me know whats wrong?** public float speed = 5; public float gravity = -9.81f; [Header("Running")] public bool canRun = true; public bool IsRunning { get; private set; } public float runSpeed = 9; public KeyCode runningKey = KeyCode.LeftShift; Rigidbody rigidbody; /// Functions to override movement speed. Will use the last added override. public List> speedOverrides = new List>(); void Awake() { // Get the rigidbody on this. rigidbody = GetComponent(); } void FixedUpdate() { // Update IsRunning from input. IsRunning = canRun && Input.GetKey(runningKey); // Get targetMovingSpeed. float targetMovingSpeed = IsRunning ? runSpeed : speed; if (speedOverrides.Count > 0) { targetMovingSpeed = speedOverrides[speedOverrides.Count - 1](); } // Get targetVelocity from input. Vector2 targetVelocity =new Vector2( Input.GetAxis("Horizontal") * targetMovingSpeed, Input.GetAxis("Vertical") * targetMovingSpeed); // Apply movement. rigidbody.velocity = transform.rotation * new Vector3(targetVelocity.x, rigidbody.velocity.y, targetVelocity.y); } ---------- ## What I've Tried: ## - Changing the Mass, Drag, and Angular Drag of the rigidbody attached to the player. Nothing budged. right now they're defaulted again. - Changing the gravity in Project Settings. Nothing. - Changing the size of the player. I changed the players size to 3, 3, 3 since it was too small to fit the scene, but even when rescaling it back to original values (1, 1, 1), nothing happened again. - Checking for any loose rigidbodies in the child gameObjects of the player. ---------- It must be something with the code, it really isnt my best work. Thanks for any help you can provide!

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