> For the complete documentation index, see [llms.txt](https://unfinishedstudios1.gitbook.io/fp-motion/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://unfinishedstudios1.gitbook.io/fp-motion/components/motion-effects/fall.md).

# Fall

> To fall means to move from a higher to a lower level, typically rapidly and without control.

## Description

With this component, its effect makes an object react to the player’s falling speed by moving backwards and tilting upward; this motion is important on the camera and guns the player has.

## How does it work?

The way we built this effect is by taking the player’s velocity on the Y axis, meaning how much he is moving up and down every frame.

We then store this value and check whether or not the player is falling; this can be easily done by checking if the velocity on the Y axis is bigger than zero.

If the player is falling, we push the object back according to the `position` field, only on the Z axis; The camera is also rotated based on what the value of the `rotation` field is.

## Tweaking the effect

To tweak the effect you can change the `position` and `rotation` values, these determine the movement and rotation of the object when falling.

Something important to keep in mind is that it doesn’t matter whether the `position` value is positive or negative, as the object will move backwards either way.

{% hint style="info" %}
The [State Data ](/fp-motion/data/state-data.md)for the player’s current state has a multiplier for this effect.
{% endhint %}
