Control speed of a rigidbody that move to a fixed distance

Hello

I am quite new to unity and I am having a problem to move my player.
My goal is to move my player smoothly one unit to the right if I press the right arrow and same to the left. So my player move this way: (x,x,x) to (x+1,x,x) and it continue to move one more unit(s) if I keep the key pressed.

I finally manage to do it with the player transform (and it works exactly as I wanted) but it has problem with collision with other object, so after reading a bit I decide to switch to use its rigidbody instead of changing its transform.

I manage once again to make it work by using rigidBody.MovePosition() and the player move one unit per one unit, halas it move really really fast, about 10 unit when I touch briefly the key, so I want to slow down it’s movement.

The answers I saw on this website about speed change concerns movements in a given direction that were not restrained to a constant distance so I couldn’t use them.

This is my code:

public class PlayerController : MonoBehaviour{
	Vector3 pos = Vector3.zero;
	Transform tr;
	//public float movementspeed = 5.0f;
	CharacterController characterController;
	Rigidbody rigidBody;

	void Start(){
		pos = transform.position;
		tr = transform;
		characterController = GetComponent<CharacterController>();
		rigidBody = GetComponent<Rigidbody> ();
	}

	void FixedUpdate(){
		Vector3 delta = Vector3.zero;

		if (Input.GetKey(KeyCode.RightArrow) && tr.position == pos) 
			delta = Vector3.right;
		else if (Input.GetKey(KeyCode.LeftArrow) && tr.position == pos) 
			delta = Vector3.left;

		pos += delta;
		//transform.position = Vector3.MoveTowards (transform.position, pos, Time.deltaTime * movementspeed);
		//characterController.Move(delta);
		rigidBody.MovePosition (pos);
	}
}

This line was the First I tried that works but it use the transform and it gives bag collisions.

//transform.position = Vector3.MoveTowards (transform.position, pos, Time.deltaTime * movementspeed);

These two are my attempt to use the rigidbody but they both gives a result too fast. I don’t really care between using a classic rigidbody or a charactercontroler as I don’t know which is the most adapted to my grid game.

//characterController.Move(delta);
rigidBody.MovePosition (pos);

I also looked at the Rigidbody.MovePosition doc and it says we can smooth the movement by playing with interpolation and isKinematic but I didn’t see a difference.

Some time ago I published in my blog (written in spanish) a script to do this type of movement using Transform. But if you @Epsilonee wish to use it copy and paste this script:

public class PlayerMovement : MonoBehaviour {
        [Range(1f, 10f)]
        public float speed = 1f;
        public LayerMask unwalkableMask;
        private Vector3 nextPosition;
        private bool isWalking;
 
        void Start(){
             nextPosition = transform.position;
             isWalking = false;
        }
 
        void Update(){
             float horizontalMovement = Input.GetAxisRaw("Horizontal");
             float verticalMovement = Input.GetAxisRaw("Vertical");
 
             // If the player is quiet.
             if(transform.position == nextPosition){
                  isWalking = false;
             }
 
             // If the player wants to move and is not walking.
             // The future position is calculated.
             if(horizontalMovement != 0 && !isWalking){
                  nextPosition += Vector3.right * horizontalMovement;
             }else if(verticalMovement != 0 && !isWalking){
                  nextPosition += Vector3.up * verticalMovement;
             }
 
             // If the future position is different from the current one is because the player wants to move the character ...
             if(nextPosition != transform.position){
                  Vector2 dir = nextPosition - transform.position;
                  Raycasthit2D hit = Physics2D.Raycast(transform.position, dir, dir.sqrMagnitude, unwalkableMask.value);
 
             // It is verified by a raycast that nothing interpose the movement.
             if(hit.collider == null){
                  transform.position = Vector3.MoveTowards(transform.position, nextPosition, Time.deltaTime * speed);
                  if(!isWalking){ isWalking = true; }
             }else{
                  Debug.LogError("There is an obstacle, the player can't move");
                  nextPosition = transform.position;
}
             }
        }
}

@bateria_260791
Thanks a lot bateria_260791, but I already can do it with the transform. I can’t use it because I need a rigidbody to deal with collision easily, and rigidbody seem to have problem with transform based mouvement.