How would you do a constant moving a character controller?

Someone pelase help im new but i want to develoep a decent game.

What i'm trying to do is find a chracter script whereas my character is moving forward on Z constantly without anything the user has to do. but also, i want my character to have the ability to move left and right. Any help?

An example of a game would be this game here :

if you see the way you move i want the script for

var moveSpeed = 10.0;
var sideMovement = 10.0;

function Update ()
var sideMovement = Input.GetAxis("Horizontal") * moveSpeed;

sideMovement *= Time.deltaTime;


Here you go. :)

Now you should be able to use your arrow keys along with the WASD keys.

This is untested. If it gives any error please let me know :)

If you are using a CharacterController...which you should be if you want collision detection, then you could do something like this:

//Make sure there is a Character Controller attached to this object.
public class CharacterMotor : MonoBehaviour {
    const float constantMotion = 10;
    //If it really is a constant speed you can declare it as such and it will prevent you from changing it.
    //Otherwise just remove the modifier.

    public int moveSpeed;
    public int jumpSpeed;
    //how fast do we move side to side and jump.

    public float gravity = 9.8f;

    private CharacterController controller;

    public void Start () {
        controller = GetComponent<CharacterController>();
        //cache a link to the Character Controller.

    public void Update () {
         Vector3 moveDirection = new Vector3( 0 , 0 , constantMotion );
         //Create a new Direction vector
         if( controller.isGrounded() ) {  //Are we touching the ground?
             moveDirection.x = Input.GetAxis("Horizontal") * moveSpeed;

             if( Input.GetButtonDown("Jump") ) {
                 moveDirection.y = jumpSpeed;
                 //Set the vertical direction to the jump speed.

                 //moveDirection = transform.TransformDirection(moveDirection);
                 //You don't need this line since you will only be moving in one direction,
                 //But you will if your character rotates any.

         moveDirection.y -= gravity * Time.deltaTime;
         //This will pull the character back down.
         controller.Move(moveDirection * Time.deltaTime);
         //Move the character in the direction of moveDirection at a FPS independent rate.