Thank you for describing the issue with your character movement in Unity. Here are some suggestions to help optimize your control scheme:
1. **Use Time.deltaTime**: Ensure you're using `Time.deltaTime` in your movement calculations to make the motion frame-rate independent. For example:
```csharp
Vector3 movement = inputVector * speed * Time.deltaTime;
rb.MovePosition(transform.position + movement);
```
2. **Configure Input Actions**: Double-check your Input Action asset configuration. Make sure your movement actions are set to "Value" type for smooth analog input.
3. **Use Input System's PlayerInput component**: This component can simplify input handling. Add it to your player object and configure it to use your Input Action asset.
4. **Adjust Rigidbody settings**:
- Set "Collision Detection" to "Continuous"
- Lower the "Mass" value
- Increase "Angular Drag" to reduce unwanted rotation
5. **Implement a custom movement function**: Consider using `rb.MovePosition()` or `rb.velocity` instead of directly setting the transform position:
```csharp
void FixedUpdate()
{
Vector2 input = moveAction.ReadValue<Vector2>();
Vector3 move = new Vector3(input.x, 0, input.y);
rb.MovePosition(rb.position + move * speed * Time.fixedDeltaTime);
}
```
6. **Debug input values**: Add debug logs or use the Unity debugger to check if input values are being received correctly:
```csharp
Debug.Log($"Input: {input}");
```
7. **Check for conflicting scripts**: Ensure no other scripts are interfering with your character's movement.
If you're still experiencing issues after trying these suggestions, please provide more details about your specific implementation, including relevant code snippets. This will help me offer more targeted advice for your situation.