My character keeps falling over,My character keeps falling over when i move

I’m using a capsule and this is my code

using UnityEngine;
using System.Collections;

public class PlayerMove : MonoBehaviour
{

public float playerSpeed;
public float sprintSpeed = 4f;
public float walkSpeed = 2f;
public float mouseSensitivity = 2f;
public float jumpHeight = 3f;
private bool isMoving = false;
private bool isSprinting = false;
private float yRot;

private Animator anim;
private Rigidbody rigidBody;

// Use this for initialization
void Start()
{

    playerSpeed = walkSpeed;
    anim = GetComponent<Animator>();
    rigidBody = GetComponent<Rigidbody>();

}

// Update is called once per frame
void Update()
{

    yRot += Input.GetAxis("Mouse X") * mouseSensitivity;
    transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, yRot, transform.localEulerAngles.z);

    isMoving = false;

    if (Input.GetAxisRaw("Horizontal") > 0.5f || Input.GetAxisRaw("Horizontal") < -0.5f)
    {
        //transform.Translate(Vector3.right * Input.GetAxis("Horizontal") * playerSpeed);
        rigidBody.velocity += transform.right * Input.GetAxisRaw("Horizontal") * playerSpeed;
        isMoving = true;
    }
    if (Input.GetAxisRaw("Vertical") > 0.5f || Input.GetAxisRaw("Vertical") < -0.5f)
    {
        //transform.Translate(Vector3.forward * Input.GetAxis("Vertical") * playerSpeed);
        rigidBody.velocity += transform.forward * Input.GetAxisRaw("Vertical") * playerSpeed;
        isMoving = true;
    }

    if (Input.GetKeyDown(KeyCode.Space))
    {
        transform.Translate(Vector3.up * jumpHeight);
    }

    if (Input.GetAxisRaw("Sprint") > 0f)
    {
        playerSpeed = sprintSpeed;
        isSprinting = true;
    }
    else if (Input.GetAxisRaw("Sprint") < 1f)
    {
        playerSpeed = walkSpeed;
        isSprinting = false;
    }

    anim.SetBool("isMoving", isMoving);
    anim.SetBool("isSprinting", isSprinting);

}

}
,I’m using a capsule for movement it’s a first person game this is my code help me

using UnityEngine;
using System.Collections;

public class PlayerMove : MonoBehaviour
{

public float playerSpeed;
public float sprintSpeed = 4f;
public float walkSpeed = 2f;
public float mouseSensitivity = 2f;
public float jumpHeight = 3f;
private bool isMoving = false;
private bool isSprinting = false;
private float yRot;

private Animator anim;
private Rigidbody rigidBody;

// Use this for initialization
void Start()
{

    playerSpeed = walkSpeed;
    anim = GetComponent<Animator>();
    rigidBody = GetComponent<Rigidbody>();

}

// Update is called once per frame
void Update()
{

    yRot += Input.GetAxis("Mouse X") * mouseSensitivity;
    transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, yRot, transform.localEulerAngles.z);

    isMoving = false;

    if (Input.GetAxisRaw("Horizontal") > 0.5f || Input.GetAxisRaw("Horizontal") < -0.5f)
    {
        //transform.Translate(Vector3.right * Input.GetAxis("Horizontal") * playerSpeed);
        rigidBody.velocity += transform.right * Input.GetAxisRaw("Horizontal") * playerSpeed;
        isMoving = true;
    }
    if (Input.GetAxisRaw("Vertical") > 0.5f || Input.GetAxisRaw("Vertical") < -0.5f)
    {
        //transform.Translate(Vector3.forward * Input.GetAxis("Vertical") * playerSpeed);
        rigidBody.velocity += transform.forward * Input.GetAxisRaw("Vertical") * playerSpeed;
        isMoving = true;
    }

    if (Input.GetKeyDown(KeyCode.Space))
    {
        transform.Translate(Vector3.up * jumpHeight);
    }

    if (Input.GetAxisRaw("Sprint") > 0f)
    {
        playerSpeed = sprintSpeed;
        isSprinting = true;
    }
    else if (Input.GetAxisRaw("Sprint") < 1f)
    {
        playerSpeed = walkSpeed;
        isSprinting = false;
    }

    anim.SetBool("isMoving", isMoving);
    anim.SetBool("isSprinting", isSprinting);

}

}

Try freezing the rotation constraints in the rigidbody settings. Make sure that you don’t freeze the vertical one, however. This would prevent your character from looking around.

It is because of the rigid body try making a script that does not use it

Oh my god your a legend!