Make Character Controler can run with diffrent float

private void characterControler(){
GroundedPlayer = p_Character.isGrounded;

        if(GroundedPlayer && p_Velocity.y < 0){
            p_Velocity.y = 0f; 
        }
        Vector2 movement = MovementControl.action.ReadValue<Vector2>();
        Vector3 move = new Vector3(movement.x, 0f, movement.y);
        move = cameraMain.forward * move.z + cameraMain.transform.right * move.x;
        move.y = 0f;
        p_Character.Move(move * Time.deltaTime * walkSpeed);

        if (JumpControl.action.triggered && GroundedPlayer){
            p_Velocity.y += Mathf.Sqrt(jumpHeight * -3f * gravityValue);
        }
        p_Velocity.y += gravityValue * Time.deltaTime;
        p_Character.Move(p_Velocity * Time.deltaTime);

        if (movement != Vector2.zero){
            float targetAngle = Mathf.Atan2(movement.x, movement.y) * Mathf.Rad2Deg + cameraMain.transform.eulerAngles.y;
            Quaternion rotation = Quaternion.Euler(0f, targetAngle, 0f);
            transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * RotationSpeed);
        }
        
        RunControl.action.started += press_Run;
        RunControl.action.canceled += relese_Run;

        void press_Run(InputAction.CallbackContext ctx){
            RunControl.action.performed -= press_Run;
            anim.SetBool("isRun", true);
        }
        void relese_Run(InputAction.CallbackContext ctx){
            RunControl.action.performed -= press_Run;
            RunControl.action.started -= press_Run;
            anim.SetBool("isRun", false);
        }

    }

What does “different float” mean? Different speed? Change the value you have in walkSpeed

took a while… but I resolve it by my self
as I can see the walkSpeed is the main of the character control to move to 3D world Vector3
and i just add some new float variable and change walkSpeed to a playerSpeed
add new variable of float to walkSpeed and now. it work as I wanted

    private void characterControler(){
        GroundedPlayer = p_Character.isGrounded;

        if(GroundedPlayer && p_Velocity.y < 0){
            p_Velocity.y = 0f; 
        }
        Vector2 movement = MovementControl.action.ReadValue<Vector2>();
        Vector3 move = new Vector3(movement.x, 0f, movement.y);
        move = cameraMain.forward * move.z + cameraMain.transform.right * move.x;
        move.y = 0f;
        p_Character.Move(move * Time.deltaTime * playerSpeed);

        if (JumpControl.action.triggered && GroundedPlayer){
            p_Velocity.y += Mathf.Sqrt(jumpHeight * -3f * gravityValue);
        }
        p_Velocity.y += gravityValue * Time.deltaTime;
        p_Character.Move(p_Velocity * Time.deltaTime);

        if (movement != Vector2.zero){
            float targetAngle = Mathf.Atan2(movement.x, movement.y) * Mathf.Rad2Deg + cameraMain.transform.eulerAngles.y;
            Quaternion rotation = Quaternion.Euler(0f, targetAngle, 0f);
            transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * RotationSpeed);
        }
        
        RunControl.action.started += press_Run;
        RunControl.action.canceled += relese_Run;

        void press_Run(InputAction.CallbackContext ctx){
            RunControl.action.performed -= press_Run;
            anim.SetBool("isRun", true);
            move *= playerSpeed = runSpeed;
        }
        void relese_Run(InputAction.CallbackContext ctx){
            RunControl.action.performed -= press_Run;
            RunControl.action.started -= press_Run;
            anim.SetBool("isRun", false);
            move *= playerSpeed = walkSpeed;
        }

    }