howto lock character movement to 0.5 on Z axis

hi all,

I need to lock my character from moving on the Z axis, he keeps moving and falling off the plane
I am a noob and am having trouble figuring it out to work with the standard controller for the thirdperson

code is

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Characters.ThirdPerson
[RequireComponent(typeof (ThirdPersonCharacter))]
public class ThirdPersonUserControl : MonoBehaviour
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
private Transform m_Cam; // A reference to the main camera in the scenes transform
private Vector3 m_CamForward; // The current forward direction of the camera
private Vector3 m_Move;
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.

    private void Start()
        // get the transform of the main camera
        if (Camera.main != null)
            m_Cam = Camera.main.transform;
                "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.");
            // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!

        // get the third person character ( this should never be null due to require component )
        m_Character = GetComponent<ThirdPersonCharacter>();

    private void Update()
        if (!m_Jump)
            m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");

    // Fixed update is called in sync with physics
    private void FixedUpdate()
        // read inputs
        float h = CrossPlatformInputManager.GetAxis("Horizontal");
        float v = CrossPlatformInputManager.GetAxis("Vertical");
        bool crouch = Input.GetKey(KeyCode.C);

        // calculate move direction to pass to character
        if (m_Cam != null)
            // calculate camera relative direction to move:
            m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
            m_Move = v*m_CamForward + h*m_Cam.right;
            // we use world-relative directions in the case of no main camera
			m_Move = h*Vector3.right;
//this is the one i changed //
			//m_Move = v*Vector3.forward + h*Vector3.right;

// walk speed multiplier
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;

        // pass all parameters to the character control script
        m_Character.Move(m_Move, crouch, m_Jump);
        m_Jump = false;


any help is appreciated.

found out how to do this myself, I added

Vector3 pos = transform.position;

pos.z = Mathf.Clamp(pos.z 0.4f, 0.5f);

transform.position = pos;

to my movement script :slight_smile: