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AddForce Only Applying After Delay

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For some reason when I run this, it delays for a few seconds after my countdown (still happens even when countdown is disabled). It started occurring after I added the *speedBoost* to *rb.AddForce(0,0,forwardSpeed ∗ speedBoost ∗ hardnessIndex ∗ Time.deltaTime);* and the effect doesn't occur if I use the line *rb.AddForce(0,0,forwardSpeed ∗ hardnessIndex ∗ Time.deltaTime);* Can some please help me? I have no idea what is happening. **Note:** I used ∗ instead of * because it made everything itallically. using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerMovement : MonoBehaviour { public Rigidbody rb; public float forwardSpeed = 2000f; public float sidewaySpeed = 1000f; float enterTime = 0f; public float speedBoost = 1f; float hardnessIndex = 1f; float playerOldPos; void OnTriggerEnter () { speedBoost = speedBoost * 1.1f; enterTime = Time.timeSinceLevelLoad; } void Start () { playerOldPos = rb.position.z; } void Update() { if (Time.timeSinceLevelLoad - enterTime > 5) { speedBoost = 1f; enterTime = 0f; } if (rb.position.z > playerOldPos + 100f) { playerOldPos = rb.position.z; if (hardnessIndex < 2f) { hardnessIndex *= 1.05f; } } } void FixedUpdate () { // if (Time.timeSinceLevelLoad < 4) { // return; // } rb.AddForce(0,0,forwardSpeed * speedBoost * hardnessIndex * Time.deltaTime); if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) { rb.AddForce(sidewaySpeed * speedBoost * hardnessIndex * Time.deltaTime,0,0, ForceMode.VelocityChange); } if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) { rb.AddForce(-sidewaySpeed * speedBoost * hardnessIndex * Time.deltaTime, 0, 0, ForceMode.VelocityChange); } } }

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