Title says it all, all the tutorials I have tried always have some kind of problem that I don’t know how to fix and I can’t find any good Rigidbody movement scripts that work well without problems. If you know one please tell me.
What exactly is it that you’re trying to do? I’m assuming you mean you can’t find a good character controller that works well with rigidbodies? If that’s the case, this is to be expected as the physics system is designed to handle realistic collision responds and your typical character in a video game does not operate under the normal rules of physics at all.
It’s entirely possible to do. I even have an example on my github but even then it requires a lot of setup and certain things needs to be carefully curated or it may fail under some conditions. Generally I don’t recommend this system since it’s very particular in how it must be setup and I didn’t provide any kind of documentation on how to do so.
A much better option would be to forego using a rigidbody (well, the physics part of it anyway. it’s still a kinematic rigidbody) and instead use something specifically designed for this sort of thing. If you are using GameObjects then I absolutely recommend trying out Kinematic Character Controller. It’s extremely powerful, flexible, very performant, and now it’s even free! The same person that developed this system also developed the DoTs character controller that Unity now provides officially as the standard package. So if you ever need even more performance or support for a DoTs workflow then you’ll be somewhat familiar with the idea of how this works.
If you’re not talking about character controllers then you’ll have to be more specific since you didn’t mention exactly what it is you wanted your movement script to do.
Every script is engineered to solve a particular problem for a particular style of game to make it play a very specific way.
Quake is going to be different than Gears of War and different than Super Mario 64
If you need to layer in your own specific idea of complex engineered behavior, you will need to learn how to engineer that specific behavior.
Plan accordingly.
I suggest you get basic functionality going, then MOVE ON in your game and finish it.
Here’s a random fun character controller that might be fun to try out: