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unity 3d camera movement script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class thirdpersonmovement : MonoBehaviour
{
    public CharacterController controller;
    public Transform cam;

    public float speed = 6f;

    public float turnSmoothTime = 0.1f;
    float turnSmoothVelocity;

    // Update is called once per frame
    void Update()
    {
        float horizontal = Input.GetAxisRaw("Horizontal");
        float vertical = Input.GetAxisRaw("Vertical");
        Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;

        if (direction.magnitude >= 0.1f)
        {
            float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
            float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
            transform.rotation = Quaternion.Euler(0f, angle, 0f);
            Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
            controller.Move(moveDir.normalized * speed * Time.deltaTime);

        }
    }
}
Comment

unity 3d movement script

//make sure to add a CharacterController to the thing that you want to move

using UnityEngine;

public class PlayerMovement : MonoBehaviour

{

    CharacterController characterController;

    public float jumpSpeed = 8.0f;

    public float gravity = 20.0f;

    public float speed = 9.0f;

    private Vector3 moveDirection = Vector3.zero;

    private void Start()

    {

        characterController = GetComponent<CharacterController>();

    }

    void Update()

    {

        var horizontal = Input.GetAxis("Horizontal");

        var vertical = Input.GetAxis("Vertical");

        transform.Translate(new Vector3(horizontal, 0, vertical) * (speed * Time.deltaTime));

        if (characterController.isGrounded)

        {

            moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));

            moveDirection *= speed;

            if (Input.GetButton("Jump"))

            {

                moveDirection.y = jumpSpeed;

            }

        }

        moveDirection.y -= gravity * Time.deltaTime;

        characterController.Move(moveDirection * Time.deltaTime);

    }

}
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