Wall collision problems!!

I am having some serious problems with the way my character controls. I have a custom code that isn’t complex at all, so it’s not the character controller preset. Anyways, whenever the player hits a wall, it kinda vibrates against it, trying again and again to go through it. I’d rather the player run into the wall, and just be forced to stop moving.

I tried writing something in the OnCollisionEnter function about when the player hits the wall to reduce the speed to 0, but then the player cant move. I even set it up so that if the character hits it and the speed is dropped to zero, that when the player turns around, it can accelerate in the turned-around direction.

Does anybody have some techniques to make a character whose collision isn’t done through ray casting, but rather all just collision boxes, STOP colliding strangely with walls? I’ll link you to a video to show what is happening.

Also, here is my code:

private var done = false;
var spawnPoint : Transform;
var speed : int = 5;
var jumpSpeed: float = 8;
var isgrounded : boolean = true;
var isRight : boolean = true;
var LevelComplete : boolean;
var canMove: boolean = true;

function Start () {
}

function Update () {
	Movement();
	textureChanges();
}

function Movement (){
if(!LevelComplete){		
	Camera.main.transform.position = new Vector3(transform.position.x, 1, transform.position.z + 30);

	if(canMove){
//		if(Input.GetAxis("Horizontal")){
//			transform.Translate(Vector3(Input.GetAxis("Horizontal") * speed * Time.deltaTime, 0, 0));
//		}
		var colliderBox = gameObject.GetComponent(BoxCollider); //controlls collider box size
		var AT = gameObject.GetComponent(AnimateTexture); //Store AnimateTexture Script
		
		if(Input.GetKey("a")){ //Player moves left
				AT.rowNumber = 1;
				transform.Translate(Vector2.right * speed * Time.deltaTime);
				isRight = false;
			} else if(Input.GetKey("d")){
				AT.rowNumber = 1;
				transform.Translate(-Vector2.right * speed * Time.deltaTime);
				isRight = true;
			} else { //Player is not moving
				AT.rowNumber = 0; //Change to idle animation!
			}	
		if(isgrounded == true){
			if(Input.GetKeyDown("space")){
				AT.rowNumber = 3; //Player jumping animation
				rigidbody.velocity += Vector3.up * jumpSpeed;
				Physics.gravity = Vector3(0, -85, 0);
			}
		}
		if(isgrounded == false){
				colliderBox.center = Vector3(0.03, -0.08, 0);
				colliderBox.size = Vector3(.5, .7, .5);
			}
			else if(Input.GetKey("s")){
			AT.rowNumber = 4; //Player squats down
			colliderBox.center = Vector3(0.03, -0.39, 0);
			colliderBox.size = Vector3(0.44, 0.18, 1);
		}	
			else {
		colliderBox.center = Vector3(0.03, -0.2965, 0);
		colliderBox.size = Vector3(0.44, 0.37, 1);
		}
	}
}
	
}

Any suggestions?? This jagged hitting crap is so annoying, and I have no idea why the character is registering as on the ground when it’s clearly not (allowing more jumps to happen). sigh.

I AM NOT USING A CHARACTER CONTROLLER!!!
Also, yes, I have tried changing the physics material on the walls. Nothing works…

Put the movement code in FixedUpdate()

Use the CharacterController provided by Unity. It has controls to handle collision jitter.

[OLD]
In the CharacterController,
Min Move Distance and Skin width have to do with collision jitter.

oh crap, sorry the video was private lol, I changed the setting, you all should be able to see it now. And yes, it’s 2D…

Anyways, I’d rather understand exactly what’s happening with my character, instead of relying on some taxing preset that barely does what I need it to.

Thanks for the down vote for me being honest, btw. Real mature.
edit: I wrote a code that stops the jittering from happening. And it doesn’t involve the evil character controller.