If you change line 328 or 322 to
player.physicsImpostor.setLinearVelocity(velocity/2); and then airstrafe in the direction you change the line, you will go ZOOM and get NaN.
I should also make jt clear. It stands for jump time, and is set to 10 when you jump. I think you saw the code that makes it go down every frame. I use it so that when you jump you won’t fling into the air. The mesh that detects if you are on the ground is a bit longer than it needs to be, and if you remove the code for jt so you can jump if you are just touching the ground, every frame the mesh (called playerj) is in the ground it translates you up more. They basically stack over 10 frames to launch you into the air.
I will add code for the delta time, though. I’ve worked with it before and shouldn’t be too hard.
I added the delta time updater and incorporated it with the jumping. Jump height is now SUPER consistent.