With VR character's rotation is applied twice or double

I have a Gvr rig attached to my character, so the VR camera and perspective will be behind her. If she points straight and I give her movement, she goes straight. But if I use the control to turn her 90 degrees to the right, she the runs 90 degrees to her right – or as if 180 degrees, double the 90 degrees from my control.

Character (A03, the sample Amazon)

  • A03
  • Root
  • GvrMain

Then in my script:

move = Input.GetAxis("Vertical") * speed;
rotation = Input.GetAxis("Horizontal");
transform.Rotate (0, rotation, 0);
Vector3 mvt = (move * transform.forward); 
transform.Translate(mvt);

Any recommendation or suggestion? Thank you in advance

Found it – had nothing to do with VR, but with my script. Instead of transform.Translate, add a RigidBody component to the character. Then, movement like this:

Vector3 mvt = (move * transform.forward);  
player.MovePosition (player.position - mvt);

I set the variable “player” to the instance of RigidBody.