i am new to the hole shiz bang (codeing)thing and iv watched all the tuts but i want to figure out how to go farward and backward not side ways

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This is one that i’ve used on my top down shooter:

attach to the object your wanting to move…

```
using UnityEngine;
using System.Collections;
public class PlayerController : MonoBehaviour {
public float speed = 12;
public float lookSpeed = 4;
void Start () {}
void Update () {
float x = Input.GetAxis("Horizontal") * Time.smoothDeltaTime * speed;
float y = Input.GetAxis("Vertical") * Time.smoothDeltaTime * speed;
transform.Translate(x,0,y,Space.Self);
}
void FixedUpdate ()
{
// Generate a plane that intersects the transform's position with an upwards normal.
Plane playerPlane = new Plane(Vector3.up, transform.position);
// Generate a ray from the cursor position
Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
// Determine the point where the cursor ray intersects the plane.
// This will be the point that the object must look towards to be looking at the mouse.
// Raycasting to a Plane object only gives us a distance, so we'll have to take the distance,
// then find the point along that ray that meets that distance. This will be the point
// to look at.
float hitdist = 0.0f;
// If the ray is parallel to the plane, Raycast will return false.
if (playerPlane.Raycast (ray, out hitdist))
{
// Get the point along the ray that hits the calculated distance.
Vector3 targetPoint = ray.GetPoint(hitdist);
// Determine the target rotation. This is the rotation if the transform looks at the target point.
Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
// Smoothly rotate towards the target point.
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, lookSpeed * Time.time);
}
}
}
```

Try looking up some simple character movement tutorials, nobody here can help you until you try to help yourself.

If you have any specific code problems after attempting this feel free to come back and we’ll see what we can do.