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Using animationcurves for controlling jump height through charactercontroller.Move()

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Hey Guys :) I'm trying to create a nicer and easier customizable flow for my jump. But I have no idea how to do this. This is currently my code for the jump: case PlayerState.jumping: moveDirection = new Vector3(0,currentJumpSpeed,0); playerController.Move(moveDirection); currentJumpSpeed -= jumpSpeedFalloff; break; Nothing exciting, however what I want is to control the value of the falloff with a curve :) Any good suggestions? :)

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