Having trouble inserting character into existing third person character controller - How can I script it so that I can move in directions?

Im trying to put my modeled character into the 3rd person controller + Fly. character controller.

My model has stationary looping animations for walk and run, as in only the motion is animated but not the movement in world space itself so when I replaced the movement animations in the controller, my model does not move. I then tried to find out how to fix this and found the scripting root motion page and it works in that I can now move my character but it only moves in a straight line no matter what direction I input.

If anyone can help me find out how to script the movement so that I can move in all directions not just straight I would greatly appreciate it, because I have tried and couldn’t make it work.

This is the relevant parts of the 3rd person movement script.

// Deal with the basic player movement
void MovementManagement(float horizontal, float vertical)
		// On ground, obey gravity.
		if (behaviourManager.IsGrounded())
			behaviourManager.GetRigidBody.useGravity = true;

		// Call function that deals with player orientation.
		Rotating(horizontal, vertical);

		// Set proper speed.
		Vector2 dir = new Vector2(horizontal, vertical);
		speed = Vector2.ClampMagnitude(dir, 1f).magnitude;
		// This is for PC only, gamepads control speed via analog stick.
		speedSeeker += Input.GetAxis("Mouse ScrollWheel");
		speedSeeker = Mathf.Clamp(speedSeeker, walkSpeed, runSpeed);
		speed *= speedSeeker;
		if (behaviourManager.isSprinting())
			speed = sprintSpeed;

		behaviourManager.GetAnim.SetFloat(speedFloat, speed, speedDampTime, Time.deltaTime);

	// Rotate the player to match correct orientation, according to camera and key pressed.
	Vector3 Rotating(float horizontal, float vertical)
		// Get camera forward direction, without vertical component.
		Vector3 forward = behaviourManager.playerCamera.TransformDirection(Vector3.forward);

		// Player is moving on ground, Y component of camera facing is not relevant.
		forward.y = 0.0f;
		forward = forward.normalized;

		// Calculate target direction based on camera forward and direction key.
		Vector3 right = new Vector3(forward.z, 0, -forward.x);
		Vector3 targetDirection;
		targetDirection = forward * vertical + right * horizontal;

		// Lerp current direction to calculated target direction.
		if((behaviourManager.IsMoving() && targetDirection != Vector3.zero))
			Quaternion targetRotation = Quaternion.LookRotation (targetDirection);

			Quaternion newRotation = Quaternion.Slerp(behaviourManager.GetRigidBody.rotation, targetRotation, behaviourManager.turnSmoothing);
			behaviourManager.GetRigidBody.MoveRotation (newRotation);
		// If idle, Ignore current camera facing and consider last moving direction.
		if(!(Mathf.Abs(horizontal) > 0.9 || Mathf.Abs(vertical) > 0.9))

		return targetDirection;

and this is the root motion script that I inserted in

 void OnAnimatorMove()
            Animator animator = GetComponent<Animator>(); 
            if (animator)
     Vector3 newPosition = transform.position;
               newPosition.z += animator.GetFloat("Runspeed") * Time.deltaTime; 
     transform.position = newPosition;

Both of those in conjunction resulted in my character only being able to move forward in a straight line no matter if I pressed forward, back, left, or right. Thanks in advance.

Hello there, I recommend you check out my post which should answer your question. There are two parts to my answer and the first part should apply to your question.