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    [SerializeField]
    //how fast player can move(you can change these in the inspector)
    float maxSpeed;

    //jump force, again: you can change this in the inspector due to serialization
    [SerializeField]
    float jumpForce;

    //check if player is grounded
    bool isGrounded = false;

    float groundRadius = 0.2f;
    public Transform groundCheck;
    public LayerMask whatIsGround;

    Animator anim;


    private void Start()
    {
        anim = GetComponent<Animator>();
    }

    //physics in fixedupdate
    private void FixedUpdate()
    {
        
        float move = Input.GetAxis("Horizontal");

        GetComponent<Rigidbody2D>().velocity = new Vector2(move * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);


        isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
        /*anim.SetBool("Ground", isGrounded);
        anim.SetFloat("Speed", Mathf.Abs(move));
        anim.SetFloat("vSpeed", GetComponent<Rigidbody2D>().velocity.y);*/
    }

    private void Update()
    {
        if(isGrounded && Input.GetKeyDown(KeyCode.Space))
        {
            anim.SetBool("Ground", false);
            GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce));
        }

        
    }

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