Character Movement component

hello,

I am new to Unity and I need help!

I am currently watching a tutorial for beginners and I have managed to get to the end pretty well as I was able to follow the instructions perfectly.
However the guy on the video adds a component called "“character movement” which on my Unity 5.5 doesn t exist!
I ve been trying to use thrid person or first person charact components but they seem to mess u everywthing!
I ve been looking everywhere and even on the internet i haven t found a solution.

Please somebody help me!

You Can use this for a smooth or direct 2DCamera Movement.

using UnityEngine;
using System.Collections;

public class CameraMovment : MonoBehaviour {

private Vector2 velocity;

public float smoothTimeY;
public float smoothTimeX;
public float DownDeadPoint = 0;

private GameObject player;

void Start ()
{
    player = GameObject.FindGameObjectWithTag("Player");

}

void FixedUpdate()
{
    if(player == null)
    {
        player = GameObject.FindGameObjectWithTag("Player");
    }
    if (player == null)
    {
        Debug.Log("Error: no Player found");
        return;
    }

    float posX;
    if(player.transform.position.x >= 5)
    {
        posX = Mathf.SmoothDamp(transform.position.x, player.transform.position.x, ref velocity.x, smoothTimeX);
    }
    else
    {
        posX = Mathf.SmoothDamp(transform.position.x, 5, ref velocity.x, smoothTimeX);
    }

    float posY;
    if (player.transform.position.y >= DownDeadPoint)
    {
        posY = Mathf.SmoothDamp(transform.position.y, player.transform.position.y, ref velocity.y, smoothTimeY);
    }
    else
    {
        posY = Mathf.SmoothDamp(transform.position.y, DownDeadPoint, ref velocity.y, smoothTimeY);
    }

    transform.position = new Vector3(posX, posY, transform.position.z);
}

}

let me upload the script i ve done…

using UnityEngine;
using System.Collections;

public class PlayerController : MonoBehaviour {

public float inputDelay = 0.1f;
public float forwardVel = 12;
public float rotateVel = 100;

Quaternion targetRotation;
Rigidbody rBody;
float forwardInput, turnInput;

public Quaternion TargetRotation
{
	get {return targetRotation; }
}

void Start()
{
	targetRotation = transform.rotation;
	if (GetComponent<Rigidbody>())
		rBody = (GetComponent<Rigidbody>());
	else
		Debug.LogError("The character needs a rigidbody.");

	forwardInput = turnInput = 0;
}

void GetInput()
{
	forwardInput = Input.GetAxis("Vertical");
	turnInput = Input.GetAxis("Horizontal");
}

void Update()
{
	GetInput();
	Turn();
}

void FixedUpdate()
{
	Run();
}

void Run()
{
	if (Mathf.Abs(forwardInput) > inputDelay)
	{
		//move
		rBody.velocity = transform.forward * forwardInput * forwardVel;
	}
	else
		//zero velocity
		rBody.velocity = Vector3.zero;
}

void Turn()
{
	if (Mathf.Abs (turnInput) > inputDelay)
	{
		targetRotation *= Quaternion.AngleAxis(rotateVel * turnInput * Time.deltaTime, Vector3.up);
	}
	transform.rotation = targetRotation;
}

}