One great thing about using a Rigidbody component to control player movement is that we can easily add in different mechanics that rely on applied force, such as jumping. In this section, we'll get our player jumping and write our first utility function.
A utility function is a class method that performs some kind of grunt work so that we don't clutter up gameplay code—for instance, wanting to check whether the player capsule is touching the ground to jump.
Before that, you'll need to get acquainted with a new data type called enumerations, which you'll do in the following section.