Spent the day tweaking jump physics and character movement physics. I had some early troubles with a race condition between FixedUpdate and Update. I was 'decaying' the player's jump impulse in FixedUpdate so he/she could hold space to get a little extra height out of a jump. That turned out to bite me a little because occasionally, the jump impulse seemed to get overwritten. Additional problems with a raycast checking ground contact. Lost a day to that, but at least I could unwind this evening and model a tiny rocket.