Getting object to follow mouse position along X axis only

I am trying to move my character along the X axis using my mouse cursor. I have searched around and found some scripts such as

However, these are all moving the object to the exact position of the mouse, at the moment, I have it so that it moves up when the spacebar is pressed and falls to the ground when it isn’t and i’d like to keep this for the Y axis movement, but get the object to follow my mouse’s X axis co-ordinates for the objects movement horizontally. But I can’t figure out a way to do this without the object moving to the mousePosition Y and X co-ordinates.

Any help would be appreciated.

I did something similar for someone recently , here is that question : fire-at-mouse-position-fps

Here is a script re-written for your purpose. Make sure you read it, the raycast is what is doing the work , and answering your question ( as suggested by @BY0LOG1C ).

private var mouseposX : float;
private var rayHitWorldPosition : Vector3;
var yourObject : Transform;

function Update () {
	if (Input.GetKeyDown(KeyCode.Mouse0))
		// raycast
		var rayHit : RaycastHit;
		if(Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), rayHit))
			// where did the raycast hit in the world - position of rayhit
			rayHitWorldPosition = rayHit.point;
				print ("rayHit.point : " + rayHit.point + " (rayHitWorldPosition)");
			mouseposX = rayHit.point.x;
		yourObject.position.x = mouseposX;

i´m also new to unity and stuff, but what you can try to do is taking only the x position of the mouse and set it to the objects transform.position.x

privater var mousposX;
var yourObject: Transform;
function Update () {
mouseposX = Input.mousePosition.x;
yourObject.Position.x = mouseposX;


i´m not sure if this helps you but maybe it will work with something like this

You’ll need to convert the mouse position from screen area to world position, using something like Camera.ScreenToWorldPoint() , this exact code is untested but I’Ve used this before IIRC:

function Update():void
    myObject.transform.position.x = Camera.main.ScreenToWorldPoint(Input.mousePosition).x;

Wouldn’t adding a rigid body and constraining it to the X coordinate be easier?