void Update()
{
actionPoint = transform.position + transform.TransformDirection(bouancyCenterOffset);
forceFactor = 1f - ((actionPoint.y - waterLevel) / floatHeight);
if(forceFactor > 0f)
{
upLift = -Physics.gravity * (forceFactor - rb.velocity.y * bounceDamp);
rb.AddForceAtPosition(upLift, actionPoint);
}
}