thanks for trying out my game only a demo tho sorry about that but, the player movement is that you are able to turn a 360 =
using Vector2's ----
Vector2 inputDir = input.normalized;
if (inputDir != Vector2.zero)
{
float targetRotation = Mathf.Atan2(inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, turnSmoothTime);
}
using the unity input system ---
Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
after turning you Go that direction
transform.Translate(transform.forward * currentSpeed * Time.deltaTime, Space.World);
hope this helps
p.s using and blend tree for animation
running
float animationSpeedPercent = ((running) ? 1 : .5f) * inputDir.magnitude;
animator.SetFloat("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);