transform.forward teleports my character on the axis of the key pressed

i am just starting to learn unity and c# and i am following a youtube guide. it works well with him but it doesnt with me. the movement works just fine without the transform.forward but the charecter doesnt rotate, after i added the transform.forward the character rotates but the position changes with every key press weirdly I find the player teleporting on the axis of the key pressed (if i press keys for right and down at the same time it moves only on the line with equation x = -z) after i release my hand it teleports back to the position it is supposed to be if it had moved well.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ThePlayer : MonoBehaviour
{
    [SerializeField] private float moveSpeed = 7f;
   private void Update() {
        Vector2 inputVector = new Vector2(0, 0);
        if (Input.GetKey(KeyCode.W))  {
            inputVector.y= +1;
        }
        if (Input.GetKey(KeyCode.A))  {
            inputVector.x = -1;
        }
        if (Input.GetKey(KeyCode.S)) {
            inputVector.y = -1;
        }
        if (Input.GetKey(KeyCode.D)) {
            inputVector.x = +1;
        }
      
        inputVector= inputVector.normalized;
        Vector3 moveDir = new Vector3(inputVector.x, 0f, inputVector.y);
        transform.position += moveDir* Time.deltaTime* moveSpeed;
        transform.forward = moveDir;

    }
}

Welcome!

You need to only execute line 26 if the moveDir is sufficiently large.

Something like this might work in place of line 26 above:

if (moveDir.magnitude > 0.05f)
{
  transform.forward = moveDir;
}

Otherwise, if you just want a character controller so you can get busy making your game and don’t want to hassle with this level of detail, here’s one:

That one has run, walk, jump, slide, crouch… it’s crazy-nutty!!

ALSO, this is how to analyze running code and learn what your code is doing:

Whenever you need more information about what your program is doing as well as how and where it is deviating from your expectations, that means it is…

Time to start debugging!

By debugging you can find out exactly what your program is doing so you can fix it.

Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

If your problem is with OnCollision-type functions, print the name of what is passed in!

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

If you are looking for how to attach an actual debugger to Unity: Unity - Manual: Debugging C# code in Unity

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

void Update()
{
    Vector3 moveDir=new Vector3(Input.GetAxis("Horizontal"),Input.GetAxis("Vertical"),0).normalized;
    transform.position+=moveDir*moveSpeed*Time.deltaTime;
    transform.forward+=moveDir*moveSpeed*Time.deltaTime;
}