best movement script for unity 3d code example

Example 1: unity 3d movement script 2020

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class PlayerController : MonoBehaviour
{
    CharacterController characterController;
    public float MovementSpeed =1;
    public float Gravity = 9.8f;
    private float velocity = 0;
 
    private void Start()
    {
        characterController = GetComponent<CharacterController>();
    }
 
    void Update()
    {
        // player movement - forward, backward, left, right
        float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
        float vertical = Input.GetAxis("Vertical") * MovementSpeed;
        characterController.Move((Vector3.right * horizontal + Vector3.forward * vertical) * Time.deltaTime);
 
        // Gravity
        if(characterController.isGrounded)
        {
            velocity = 0;
        }
        else
        {
            velocity -= Gravity * Time.deltaTime;
            characterController.Move(new Vector3(0, velocity, 0));
        }
    }
}

Example 2: unity movement script 3d

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Example : MonoBehaviour
{
    private CharacterController controller;
    private Vector3 playerVelocity;
    private bool groundedPlayer;
    private float playerSpeed = 2.0f;
    private float jumpHeight = 1.0f;
    private float gravityValue = -9.81f;

    private void Start()
    {
        controller = gameObject.AddComponent<CharacterController>();
    }

    void Update()
    {
        groundedPlayer = controller.isGrounded;
        if (groundedPlayer && playerVelocity.y < 0)
        {
            playerVelocity.y = 0f;
        }

        Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
        controller.Move(move * Time.deltaTime * playerSpeed);

        if (move != Vector3.zero)
        {
            gameObject.transform.forward = move;
        }

        // Changes the height position of the player..
        if (Input.GetButtonDown("Jump") && groundedPlayer)
        {
            playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
        }

        playerVelocity.y += gravityValue * Time.deltaTime;
        controller.Move(playerVelocity * Time.deltaTime);
    }
}