I can't increase the speed of my character?,Increase the speed of my character!

I am doing a 3d movement system. The player is able to move and jump, however his movement speed is extremely slow. When i change the speed variable, nothing happens. I have tried to increase the key sensitivity but it changes nothing.

Do you have any suggestions?
Thank you!

{

public CharacterController controller;

public float speed = 12.0f;
public float gravity = -9.81f;

public float jumpHeight = 3f;

public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;

Vector3 velocity;
bool isGrounded;

// Update is called once per frame
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask );

    if(isGrounded && velocity.y < 0)
    {
        velocity.y = -2f;

    }

        float x = Input.GetAxis("Horizontal");
    float z = Input.GetAxis("Vertical");

    Vector3 move = transform.right * x + transform.forward * z;

    controller.Move(move * Time.deltaTime);

    if(Input.GetButtonDown("Jump") && isGrounded)
    {
        velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);

    }

    velocity.y += gravity * Time.deltaTime;
    controller.Move(velocity * Time.deltaTime);

}

,I am doing a 3d movement system. The player is able to move and jump, but his movement speed is really slow and for some reason i can’t increase it. When i change the speed variable, it does nothing.

{

public CharacterController controller;

public float speed = 12.0f;
public float gravity = -9.81f;

public float jumpHeight = 3f;

public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;

Vector3 velocity;
bool isGrounded;

// Update is called once per frame
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask );

    if(isGrounded && velocity.y < 0)
    {
        velocity.y = -2f;
    }

        float x = Input.GetAxis("Horizontal");
    float z = Input.GetAxis("Vertical");

    Vector3 move = transform.right * x + transform.forward * z;

    controller.Move(move * Time.deltaTime);

    if(Input.GetButtonDown("Jump") && isGrounded)
    {
        velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
    }
    velocity.y += gravity * Time.deltaTime;
    controller.Move(velocity * Time.deltaTime);
}

Any suggestions?

Thank you!

Yeah… i understand that “speed” doesn’t do anything, because it isn’t used in your code. I’m pretty sure that Visual Studio will show 3 dots underneath it saying its unused and there could also be a warning about it in Unity. Anyway to make it work, add the speed variable to the controller.Move assignment:

controller.Move(move * Time.deltaTime * speed);