I can’t easily test it, since it lives outside the Playcanvas editor, but with a quick look with the browser debugger I think your velocity calc uses the same coordinates for delta. Could you try debugginyour velZ/velX in the console?
You can also check the default Model Viewer Playcanvas template on how it handles panning with touch input, it does something similar with what you are trying to do here.
It might be that your this.movementSensitivity is not high enough to move the player.
Considering your vector values for X and Z are correct (are they?) before you normalized the vector, then the only thing can be that after you scale it by the sensitivity value, the resulting force is too small. You can try to multiply the sensitivity value by some scalar after you normalized the vector to test it.
It turns out that that was the problem after all. Thanks a lot for the input from everyone.
I’m actually trying to make a third person camera.
I have the player moving at a constant speed by scaling the force and with LinearDamping 0.99. However when the player falls it falls very slowly. I don’t think it’s possible to to set linearDamping for each axis individually. So I might try to make my player kinematic or something.