I am trying to make a side-step "animation" for characters in my game. The idea is that they move approximately 10 studs one way or the other whenever they double-tap 'A' or 'D'. I have this all figured out, except the friction of the ground is causing the movement to be inconsistent (or at least that's what I think). Sometimes the player will move 2 studs, and other times they'll move the 10 like I want. It doesn't make sense to me. I have been trying to utilize BodyVelocities to move the player (as I need this to take physics into account, just not friction). Here is something I tried, in an attempt to disregard gravity, but it just flies my character nearly 200 studs in the sky.

force.Velocity = Vector3.new(0, character.HumanoidRootPart:GetMass()*workspace.Gravity, 0) + character.HumanoidRootPart.CFrame.RightVector * 60

If anyone knows how to do this properly, I'd be eternally thankful.