better isFalling detection
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		@@ -108,14 +108,14 @@ public class PlayerController : MonoBehaviour
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    {
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					    {
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        if (jump)
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					        if (jump)
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        {
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					        {
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            Debug.Log("Jump");
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					            // Debug.Log("Jump");
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            rb.AddForce(transform.up * jumpSpeed * 100 * Time.deltaTime, ForceMode.Impulse);
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					            rb.AddForce(transform.up * jumpSpeed * 100 * Time.deltaTime, ForceMode.Impulse);
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            jump = false;
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					            jump = false;
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        }
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					        }
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        if(rb.velocity.magnitude != 0 && rb.velocity.normalized == this.downDirection.normalized)
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					        if(rb.velocity.magnitude != 0 && Vector3.Dot(rb.velocity.normalized, Physics.gravity.normalized) > 0 )
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        {
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					        {
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            // Debug.Log("Player is falling :)");
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					            Debug.Log("Player is falling :)");
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            this.isFalling = true;
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					            this.isFalling = true;
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        }
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					        }
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        else
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					        else
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@@ -148,7 +148,7 @@ public class PlayerController : MonoBehaviour
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        if (pushObject != null)
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					        if (pushObject != null)
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        {
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					        {
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            PlatformManager platform = pullObject.GetComponent<PlatformManager>();
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					            PlatformManager platform = pushObject.GetComponent<PlatformManager>();
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            if (platform != null)
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					            if (platform != null)
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            {
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					            {
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                float step = platform.speed * Time.deltaTime * 10f;
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					                float step = platform.speed * Time.deltaTime * 10f;
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@@ -34,7 +34,7 @@ public class ProceduralGeneration : MonoBehaviour
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        float horizontalDistancePerPlatform = (float)Random.Range(1.0f, levelBlocks.Count); ;
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					        float horizontalDistancePerPlatform = (float)Random.Range(1.0f, levelBlocks.Count); ;
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        List<GameObject> levelBlocksSpawnTemp = new List<GameObject>();
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					        List<GameObject> levelBlocksSpawnTemp = new List<GameObject>();
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        Debug.Log("Building LOOP");
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					        // Debug.Log("Building LOOP");
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        int pieceCount = 10;
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					        int pieceCount = 10;
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        float radius = (pieceCount / 2) * 2;
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					        float radius = (pieceCount / 2) * 2;
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