Change to constantly move forward

Hello, I have this piece of code and after coming back to my scripting days I have wanted to change it, I would really for the character to constantly move forward. I’m really sorry, could anyone help me with this? Code below :slight_smile:
This movement script is for moving around a planet (a sphere with its own gravity)
using UnityEngine;
using System.Collections;

    [RequireComponent (typeof (GravityBody))]
    public class FirstPersonController : MonoBehaviour {
    	
    	// public vars
    	public float mouseSensitivityX = 1;
    	public float mouseSensitivityY = 1;
    	public float walkSpeed = 6;
    	public float jumpForce = 220;
    	public LayerMask groundedMask;
    	
    	// System vars
    	bool grounded;
    	Vector3 moveAmount;
    	Vector3 smoothMoveVelocity;
    	float verticalLookRotation;
    	Transform cameraTransform;
    	Rigidbody rigidbody;
    	
    	
    	void Awake() {
    		Cursor.lockState = CursorLockMode.Locked;
    		Cursor.visible = false;
    		cameraTransform = Camera.main.transform;
    		rigidbody = GetComponent<Rigidbody> ();
    	}
    	
    	void Update() {
    		
    		// Look rotation:
    		transform.Rotate(Vector3.up * Input.GetAxis("Mouse X") * mouseSensitivityX);
    		verticalLookRotation += Input.GetAxis("Mouse Y") * mouseSensitivityY;
    		verticalLookRotation = Mathf.Clamp(verticalLookRotation,-60,60);
    		cameraTransform.localEulerAngles = Vector3.left * verticalLookRotation;
    		
    		// Calculate movement:
    		float inputX = Input.GetAxisRaw("Horizontal");
    		float inputY = Input.GetAxisRaw("Vertical");
    		
    		Vector3 moveDir = new Vector3(inputX,0, inputY).normalized;
    		Vector3 targetMoveAmount = moveDir * walkSpeed;
    		moveAmount = Vector3.SmoothDamp(moveAmount,targetMoveAmount,ref smoothMoveVelocity,.15f);
    		
    		// Jump
    		if (Input.GetButtonDown("Jump")) {
    			if (grounded) {
    				rigidbody.AddForce(transform.up * jumpForce);
    			}
    		}
    		
    		// Grounded check
    		Ray ray = new Ray(transform.position, -transform.up);
    		RaycastHit hit;
    		
    		if (Physics.Raycast(ray, out hit, 1 + .1f, groundedMask)) {
    			grounded = true;
    		}
    		else {
    			grounded = false;
    		}
    		
    	}
    	
    	void FixedUpdate() {
    		// Apply movement to rigidbody
    		Vector3 localMove = transform.TransformDirection(moveAmount) * Time.fixedDeltaTime;
    		rigidbody.MovePosition(rigidbody.position + localMove);
    	}
    }

You should use AddForce.