title: Unity C# CharacterController Script
body: <p>I have a simple script attached to a ball model in unity. In a effort to control the ball, I have attempted to mimic <a href="https://docs.unity3d.com/ScriptReference/CharacterController.SimpleMove.html" rel="nofollow noreferrer">this</a> example provided by the documentation. The issue I receive is my ball visually rotates half as fast as its physical rotation changes.</p>
  
  <p>Ex: The ball will rotate visually 180 degrees when you make a 360 degree physics rotation.</p>
  
  <p>public class PlayerController : MonoBehaviour {</p>
  
  <pre><code>public float MoveSpeed;
  public float RotationSpeed;
  CharacterController controller;
  
  void Start()
  {
      controller = GetComponent&lt;CharacterController&gt;();
  }
  
  void Update()
  {
      transform.Rotate(new Vector3(0, Input.GetAxis("Horizontal") * RotationSpeed, 0));
      Vector3 forward = Input.GetAxis("Vertical") * transform.TransformDirection(transform.forward) * MoveSpeed;
  
      controller.Move(forward);
  }
  </code></pre>
  
  <p>What I would like to accomplish is for the ball to rotate in alignment with the rotation of its physics controls. </p>