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what is the problem with void FixedUpdate

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void FixedUpdate () { velocidad += gravedad * Time.deltaTime; if (aleteo == true) { aleteo = false; velocidad.y = salto.y; } Transform.position += velocidad + Time.deltaTime; float angulo = 0; if (velocidad.y >= 0) { angulo = Mathf.Lerp (0, 25, velocidad.y/vecidmax); } else { angulo = Mathf.Lerp (0, -75, -velocidad.y/vecidmax); } Transform.rotation = Quaternion.Euler (0, 0, angulo); }

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