My player movement become heavy after i add time.deltatime

float moveInput = Input.GetAxisRaw("Horizontal");


float targetspeed = moveInput * moveSpeed;

float speedDif = targetspeed - rb.velocity.x;

float accelrate = (Mathf.Abs(targetspeed) > 0.01f) ? accleration : decleration;

    
float movement =  Mathf.Pow(Mathf.Abs(speedDif) * accelrate, velPower) * Mathf.Sign(speedDif);

rb.AddForce(movement * Vector2.right);

here’s the code that i currently use.
also i heard from some people that you dont need to use time.deltatime when using rigidbody. because physic system itself already use it>

Yes, AddForce already uses Time.deltaTime.

i see. so everything related to physic already use it? even though i use visual scripting?

Basically yes. Built in physics is going to do this for you.

i see. thanks for your answer