how to make player movement in unity code example

Example 1: first person camera controller unity

//Fixed the issues with the previous controller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraLook : MonoBehaviour
{
	public float minX = -60f;
	public float maxX = 60f;

	public float sensitivity;
	public Camera cam;

	float rotY = 0f;
	float rotX = 0f;

	void Start()
	{
		Cursor.lockState = CursorLockMode.Locked;
		Cursor.visible = false;
	}

    void Update()
    {
		rotY += Input.GetAxis("Mouse X") * sensitivity;
		rotX += Input.GetAxis("Mouse Y") * sensitivity;

		rotX = Mathf.Clamp(rotX, minX, maxX);

		transform.localEulerAngles = new Vector3(0, rotY, 0);
		cam.transform.localEulerAngles = new Vector3(-rotX, 0, 0);

		if (Input.GetKeyDown(KeyCode.Escape))
		{
        	//Mistake happened here vvvv
			Cursor.lockState = CursorLockMode.None;
			Cursor.visible = true;
		}

		if (Cursor.visible && Input.GetMouseButtonDown(1))
		{
			Cursor.lockState = CursorLockMode.Locked;
			Cursor.visible = false;
		}
	}
}

Example 2: movement script unity

//make sure to add a CharacterController to the thing that you want to move
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    CharacterController characterController;

    public float jumpSpeed = 8.0f;
    public float gravity = 20.0f;
    public float speed = 9.0f;

    private Vector3 moveDirection = Vector3.zero;

    private void Start()
    {
        characterController = GetComponent<CharacterController>();
    }

    void Update()
    {
        var horizontal = Input.GetAxis("Horizontal");
        var vertical = Input.GetAxis("Vertical");

        transform.Translate(new Vector3(horizontal, 0, vertical) * (speed * Time.deltaTime));

        if (characterController.isGrounded)
        {

            moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
            moveDirection *= speed;

            if (Input.GetButton("Jump"))
            {
                moveDirection.y = jumpSpeed;
            }
        }
        moveDirection.y -= gravity * Time.deltaTime;
        characterController.Move(moveDirection * Time.deltaTime);
    }
}

Example 3: how to add movement in unity

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

public class PlayerMovement : MonoBehaviour
{
    private string moveInputAxis = "Vertical";
    

    public float moveSpeed = 0.1f;
    public Rigidbody rb;
    public bool cubeIsOnTheGround = true;


    // Start is called before the first frame update
    void Start()
    {
        rb = GetComponent<Rigidbody>();
    }
    
    // Update is called once per frame
    void Update()
    {
       float moveAxis = Input.GetAxis(moveInputAxis); 

       ApplyInput(moveAxis);

       if(Input.GetButtonDown("Jump") && cubeIsOnTheGround == true)
       {
           rb.AddForce(new Vector3(0, 7, 0), ForceMode.Impulse);
           cubeIsOnTheGround = false;
       } 

    private void ApplyInput(float moveInput)
    {
        Move(moveInput);
    }

    private void Move(float input)
    {
        transform.Translate(Vector3.forward * input * moveSpeed);
    }    

    private void OnCollisionEnter(Collision collision) {
        if(collision.gameObject.tag == "Ground") {
            cubeIsOnTheGround = true;
        }
    }
}

Example 4: 3d movement unity

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

public class ThirdPersonMovement : MonoBehaviour
{

   



 public CharacterController controller;
    public Transform cam;


    public float speed = 6f;


    public float turnSmoothTime = 0.1f;
    float turnSmoothVelocity;   




    void Update()
    {

        float horizontal = Input.GetAxisRaw("Horizontal");
        float vertical = Input.GetAxisRaw("Vertical");
        Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;

        if (direction.magnitude >= 0.1f)
        {

            float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;                       
            float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
            transform.rotation = Quaternion.Euler(0f, angle, 0f);

            Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
            controller.Move(moveDir.normalized * speed * Time.deltaTime);
        
        
        }

    }
}

Example 5: simple first person camera unioty

//Fixed the issues with the previous controller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraLook : MonoBehaviour
{
	public float minX = -60f;
	public float maxX = 60f;

	public float sensitivity;
	public Camera cam;

	float rotY = 0f;
	float rotX = 0f;

	void Start()
	{
		Cursor.lockState = CursorLockMode.Locked;
		Cursor.visible = false;
	}

    void Update()
    {
		rotY += Input.GetAxis("Mouse X") * sensitivity;
		rotX += Input.GetAxis("Mouse Y") * sensitivity;

		rotX = Mathf.Clamp(rotX, minX, maxX);

		transform.localEulerAngles = new Vector3(0, rotY, 0);
		cam.transform.localEulerAngles = new Vector3(-rotX, 0 0);

		if (Input.GetKeyDown(KeyCode.Escape))
		{
        	//Mistake happened here vvvv
			Cursor.lockState = CursorLockMode.None;
			Cursor.visible = true;
		}

		if (Cursor.visible && Input.GetMouseButtonDown(1))
		{
			Cursor.lockState = CursorLockMode.Locked;
			Cursor.visible = false;
		}
	}
}