title: How do I move the Rigidbody in FixedUpdate, but still have my character be affected by gravity?
body: <p>So</p>
  
  <p>Below you see what I initially used to control my characters movement.</p>
  
  <pre><code>_RigidBody.velocity = _ConstantWalkingSpeed * direction.normalized;
  </code></pre>
  
  <p>This works for walking around in 4 directions. However, if my character falls over an edge, he falls veeeeeery slowly. If I then in mid air disable the walking script, gravity picks up and goes at normal speed.</p>
  
  <p>This leads me to believe that my movement script somehow affects the gravity effect.</p>
  
  <p>As such I tried this solution:</p>
  
  <pre><code>_RigidBody.velocity = _ConstantWalkingSpeed * direction.normalized + new Vector3(0f, _RigidBody.velocity.y, 0f);
  </code></pre>
  
  <p>That didn't work either, so I tried this:</p>
  
  <pre><code>_RigidBody.velocity = _ConstantWalkingSpeed * direction.normalized + new Vector3(0f, _RigidBody.velocity.y, 0f) + Physics.gravity;
  </code></pre>
  
  <p>That did make the gravity work, but then the gravity became so strong that I can't move.</p>
  
  <p>I tried only adding Physics.gravity and skipping the new vector part, but then the gravity is still too strong.</p>
  
  <p>TL;DR</p>
  
  <p>The movement script I use affects the players downward gravity, which it shouldn't. I want him to move around but still be affected by gravity. Ideas I have tried didn't work.</p>
  
  <p>Please note that I'd prefer to keep the gravity at -9.81.</p>
  
  <p>Hoping you guys have a suggestion that works :-)</p>