Handles CharacterController while in the air, e.g., after jumping.
The GameObject that owns the CharacterController component.
Movement vector applied while in the air. Usually to allow the player to influence the jump.
Max Move Speed
Clamp horizontal speed while jumping. Set to None for no clamping.
Multiply the gravity set in the Physics system.
Extra gravity multiplier when falling. Note: This is on top of the gravity multiplier above. This can be used to make jumps less 'floaty.'
Move in local or word space.
Event to send when landed.