//You can do something like applying a force to a rigidbody or do something like this
float singleStep = 1f * Time.deltaTime;
Vector3 LookDir = new Vector3(LookJoystick.Horizontal, 0, LookJoystick.Vertical);
Vector3 newDirection = Vector3.RotateTowards(transform.forward, -LookDir, singleStep, 0.0f);
transform.rotation = Quaternion.LookRotation(+newDirection);//but that has limits
also make sure you have this asset installed