aéroglisseur dans l'unité

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class HoverBehaviour : MonoBehaviour
{
    #region Variables

    private Rigidbody hoverRB;
    private float weight;
    private float currentGroundDistance;

    [Header("Hover Propoerties")]

    public float hoverHeight = 3f;
    public Transform hoverPos;


    #endregion



    #region Methods
    // Start is called before the first frame update
    void Start()
    {
        
        hoverRB = GetComponent<Rigidbody>();

        if (hoverRB) 
        {
            weight = hoverRB.mass * Physics.gravity.magnitude;  // Calculateed the wight of the Object

        }
        
    }

    // Update is called once per frame
    void FixedUpdate()
    {

        if (hoverRB & hoverPos) 
        {

            CalculateGroundDistance();
            HandleHoverForce();
        }



    }


    public void CalculateGroundDistance() // Raycast Distance Check 
    {

        Ray hoverRay = new Ray(hoverPos.position, Vector3.down);
        Debug.DrawRay(hoverPos.position, Vector3.down,Color.red);
        RaycastHit hit;
        if(Physics.Raycast(hoverRay,out hit, 30f)) 
        {

            if(hit.transform.tag == "Ground")
            {
                currentGroundDistance = hit.distance;
            }
        }    
    }




    public void HandleHoverForce() /// handle Hover Spring Bounce  
    {
        float groundDifference = hoverHeight - currentGroundDistance; //// local float variable that  can  calculate the distence  and according weight  
        Vector3 finalHoverForce = Vector3.up * (1 + groundDifference); /// To Upwards 
        hoverRB.AddForce(finalHoverForce * weight); /// float to help in the Mid air /// behave like Spring  

    }


    #endregion






}///class

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