Hi @bhoyle08
Use code tags when posting code.
“transform.translate movement, with rigidbody”
You shouldn’t most likely be using translate when you have a RigidBody, especially if it is not kinematic, it should be driven by Physics system. So use one of the RigidBody’s move methods.
Also, even if you use rb.MovePosition or such, you should check if you are / will be colliding with a wall when your character moves. If you move your character into another collider, this can cause jittering, when you force colliders into other colliders, and Physics system will separate those in next update. Get the input and calculate the direction and distance i.e. location where the next step would take your character to and see if there is an obstacle - if not, then allow movement.