Unity create player movement code example

Example 1: C# player 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 2: how to make an player movement in UNITY 2020

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

public class ThirdPersonMovement : MonoBehaviour
{
   //keep in mind that it doesnt have a jump function
   //and that u need to link to the script a player and a camera. Good luck!
   public CharacterController controller;
    public Transform cam;

    public float speed = 6f;

    public float turnSmoothTime = 0.1f;

    // Update is called once per frame
    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 tragetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
            
             transform.rotation = Quaternion.Euler(0f, tragetAngle, 0f);
         
            
            Vector3 moveDir = Quaternion.Euler(0f, tragetAngle, 0f) * Vector3.forward;
            controller.Move(moveDir.normalized * speed * Time.deltaTime);
           
        }
    }
}