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Well when the player rotates in idle, it actually plays an animation that rotates with root motion. It is the only way I found in Unity that rotate and plays the animation with precision. I found that even famous games like Code Veronica don't do that they only rotate the player with no animation, and other games use a crappy one. This is where I believe someone might think it feels clunky because when you press forward I disable the root motion. Also I have placed some cameras really "weird" because I didn't want the player to see the correct routes too soon.

Other than that I haven't found any problems with the controls.

I was planning to also add a short burst of run with a "Pain threshold" that acted like stamina. The controller feels much smoother with the speed but it was ridiculously easy to beat the game because I made the mistake of making the park relatively small. Modeling environments is such a chore, it takes humongous amounts of time and I have a newfound respect for level designers!