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currPos); - //m_Motor.transform.position += m_Velocity * timeStep; + // actual updated position + m_Motor.transform.position = targetPos; + + // Second pass check if (m_OnLadderState.HasRestrictedArea) { targetPos.x = Mathf.Clamp(targetPos.x, m_OnLadderState.RestrictedAreaBottomLeft.x, m_OnLadderState.RestrictedAreaTopRight.x); @@ -1206,13 +1211,22 @@ private void updateState(float timeStep) if (IsOnGround()) { - bool dontChangeToOnGround = - (IsState(MotorState.OnLadder) && !m_OnLadderSettings.ExitLadderOnGround) || - IsState(MotorState.Frozen); - - if (!dontChangeToOnGround) + if (IsState(MotorState.OnLadder)) { - changeState(MotorState.OnGround); + if (m_OnLadderSettings.ExitLadderOnGround) + { + if (!IsInLadderTopArea()) + { + changeState(MotorState.OnGround); + } + } + } + else + { + if (!IsState(MotorState.Frozen)) + { + changeState(MotorState.OnGround); + } } } else