transform.translate causes a steady movement but causes the player to jitter.
rigidbody2D.velocity=Vector3.right* -4; makes the character move steady but makes gravity work weird. If you are running then try to jump, it barely works. But if you jump then move, you can glide for a long distance
rigidbody2D.AddForce (Vector3.right * 4.5f); starts off really slow but within a few seconds is moving too fast too control.
What is a good way to get my character to move properly without the negative effects of the three examples that I mentioned? If more info is needed, I will try to provide it.
Plus if I use transform.translate, setting timeScale to 0 doesn’t work right. As anything using transform.translate still moves.
Oh I think I have an idea, I just don’t know how I would do it. Can I set a limit/maximum to the force applied if I used the addforce method?