Well the thing is CharacterController doesn’t have a velocity like the Rigidbody.
If you want to apply a certain movement over a range of time you need to iterate each frame and apply according resulting movement.
Currently your Move is only called exactly once – either with the entire forces – jumps – or with the velocity (after applying Time.deltaTime) but only for a single frame -> barely moves at all.
usually you would have all user input in a single script and locally store an overall applied movement vector where you than apply the user input and gravity etc to. Then in Update (-> every frame) you apply that movement to the CharacterController.Move
That Great.. Thanks for help..