   Jumping O_o
  private void CallJump()    {   if (jumpValue < 5.0f)   {  float temp = prevJumpValue; //save jump value from last frame  jumpValue = Mathf.Sin(Time.deltaTime) * jumpSpeed; //get new jump value  prevJumpValue = jumpValue; //save it for next frame  jumpValue += temp; //add the new jump value to the old jump value  myTransform.Translate(Input.GetAxis("Horizontal"), jumpValue, Input.GetAxis("Vertical")); //yeah......   }   else if (jumpValue > 5.0f)   {  isFalling = true;  CallFall();   }    }I have this code in Unity, it should move up to 5.0f, then when it hits 5.0f....it should fall back down to the ground. Anyways, it just keeps rising because the sin value always stays between 0.2324343 to 0.556565656 or something. Enlighten me.  ;o-edit-  Nevermind    private void CallJump()    {   if (totalJumpValue < 5.0f)   {  float temp = totalJumpValue;  jumpValue = Mathf.Sin(Time.deltaTime) * jumpSpeed;   totalJumpValue += jumpValue;  float temp2 = totalJumpValue - temp;  myTransform.Translate(Input.GetAxis("Horizontal"), temp2, Input.GetAxis("Vertical"));    }   else if (totalJumpValue > 5.0f)   {  isFalling = true;  CallFall();   }    }this works.  
  Hi, is this a kind of character that is jumping, like in a platform game?If that is the case, those lines look very complicated for such a thing.You can simply do a jump by managing a speed vector. So if you want to perform a jump, you modify that vector to point it in the up direction.   