I’ve made a movement script + jumping but it seems like when I move diagonally (W + D/A) or (S + D/A) my character moves twice as fast as normal. I get it’s because in the script I’ve done:
moveDirection *= speed;
So it basically multiplies the moveDirection by speed, but when I press 2 keys like W and D I think it kinda multiplies both of the keys or the directions so it equals to twice as much as normal.
How do I fix this? Or maybe I’m just seeing things and I’m actually moving normally?
Thanks in advance 
You should normalize the input vector. Like so…
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector3 inputVector = new Vector2( h, 0, v );
inputVector.Normalize();
Then multiply it by your desired speed and use that to move the character.
This will correct the issue.
Think of it like this: Without normalization, the input vector fits into a square. The corners of a square are further from the center than the middle of the edges are. Normalizing “chops off” the excess, so the final input vector fits into a circle, making the vector a uniform length no matter what direction it’s pointing.
Best,
@AlwaysSunny Oh ok! I get it now, thanks!