์ž‘์€ ํ™”๋ฉด์œผ๋กœ๋งŒ ๋ณด๋‹ค๊ฐ€ ์ž์„ธํžˆ ๋ด์•ผ๋  ๊ฒŒ ์žˆ์–ด์„œ ์ฒ˜์Œ์œผ๋กœ Maximize On Play ํ™œ์„ฑํ™”ํ•˜๊ณ  ํ…Œ์ŠคํŠธํ–ˆ๋”๋‹ˆ ์ „์ฒดํ™”๋ฉด์ผ๋• ์ด๋™์†๋„๊ฐ€ ์ ˆ๋ฐ˜ ์ดํ•˜๋กœ ํ›… ๋–จ์–ด์ง;;; ์ด๊ฑฐ ์™œ ์ด๋Ÿฌ๋ƒ;;;


2Dํ”Œ๋žซํฌ๋จธ๊ณ  ์•„๋ž˜์™€ ๊ฐ™์ด ์ด๋™ํ•จ.


void Update()

{

moveDir = Input.GetAxisRaw("Horizontal");

Move(moveDir * Time.deltaTime, isCrouching);

}


void Move(float direction, bool crouch)

{

ย ย ย ย const float SPEED_X_MULTIPLIER = 10f;

ย ย ย ย Vector3 targetVelocity = new Vector2(direction * moveSpeed * SPEED_X_MULTIPLIER, rigid.velocity.y);

ย ย ย ย rigid.velocity = Vector3.SmoothDamp(rigid.velocity, targetVelocity, ref currentVelocity, smoothTime);

}


๋ญ˜ ์ž˜๋ชปํ•œ๊ฑฐ์ž„???