Problem switching from axis Z to axis Y

Hi, I have a problem and I would really like some help.

I’ve started using Unity recently, and I’ve been using a tutorial as a basis to start doing a game that I have in mind (this tutorial: http://unity3d.com/learn/tutorials/projects/space-shooter). I’ve been doing great, and I’ve even modify some things in order to start making it more like the game that I have in mind. But along those changes, I’ve switched from using the X and Z axis (like the tutorial does) to use the X and Y axis.

The thing is, everything is in place, but for some reason the movement is failing. The movement script for the XY versión is this:

public float acceleration=1;
	public float topVelocity=0.5f;
	public float speed = 10;
	public float tilt=4;
	public Boundary boundary;

	public string xAxis;
	public string yAxis;

	void FixedUpdate(){
		float moveHorizontal = Input.GetAxis (xAxis);
		float moveVertical = Input.GetAxis (yAxis);
		float xAcceleration=moveHorizontal*acceleration;
		float yAcceleration=moveVertical*acceleration;
		if(xAcceleration!=0 || yAcceleration!=0){
			Debug.Log("Move Horizontal: "+moveHorizontal+" Move Vertical: "+moveVertical);
			Debug.Log("Acc X: "+xAcceleration+" Acc Y: "+yAcceleration);
		}
		rigidbody.AddForce(new Vector3(xAcceleration,yAcceleration,0.0f));

		checkMaxSpeed();
		checkBoundary();
		//rigidbody.rotation = Quaternion.Euler (0.0f,0.0f,rigidbody.velocity.x*-tilt);
	}
	
	void checkMaxSpeed(){
		rigidbody.velocity=new Vector3(
			Mathf.Clamp(rigidbody.velocity.x,-topVelocity,topVelocity),
			Mathf.Clamp(rigidbody.velocity.y,-topVelocity,topVelocity),
			0.0f
		);
	}

	void checkBoundary(){
		rigidbody.position=new Vector3(
			Mathf.Clamp(rigidbody.position.x,boundary.xMin,boundary.xMax),
			Mathf.Clamp(rigidbody.position.y,boundary.yMin,boundary.yMax),
			0.0f
		);

		if(rigidbody.position.x==this.boundary.xMax || rigidbody.position.x==this.boundary.xMin)
		{rigidbody.velocity=new Vector3(0.0f,rigidbody.velocity.y,0.0f);}

		if(rigidbody.position.y==this.boundary.yMax || rigidbody.position.y==this.boundary.yMin)
			{rigidbody.velocity=new Vector3(rigidbody.velocity.x,0.0f,0.0f);}
	}

And the one for the XZ version is like this:

public float acceleration=1;
	public float topVelocity=0.5f;
	public float speed = 10;
	public float tilt=4;
	public Boundary boundary;

	public string xAxis;
	public string yAxis;

	void FixedUpdate(){
		float moveHorizontal = Input.GetAxis (xAxis);
		float moveVertical = Input.GetAxis (yAxis);
		float xAcceleration=moveHorizontal*acceleration;
		float zAcceleration=moveVertical*acceleration;
		rigidbody.AddForce(new Vector3(xAcceleration,0.0f,zAcceleration));

		checkMaxSpeed();
		checkBoundary();
		//rigidbody.rotation = Quaternion.Euler (0.0f,0.0f,rigidbody.velocity.x*-tilt);
	}
	
	void checkMaxSpeed(){
		rigidbody.velocity=new Vector3(
			Mathf.Clamp(rigidbody.velocity.x,-topVelocity,topVelocity),
			0.0f,
			Mathf.Clamp(rigidbody.velocity.z,-topVelocity,topVelocity)
			);
	}

	void checkBoundary(){
		rigidbody.position=new Vector3(
			Mathf.Clamp(rigidbody.position.x,boundary.xMin,boundary.xMax),
			0.0f,
			Mathf.Clamp(rigidbody.position.z,boundary.zMin,boundary.zMax)
		);
		if(rigidbody.position.x==this.boundary.xMax || rigidbody.position.x==this.boundary.xMin)
			{rigidbody.velocity=new Vector3(0.0f,0.0f,rigidbody.velocity.z);}
		if(rigidbody.position.z==this.boundary.zMax || rigidbody.position.z==this.boundary.zMin)
			{rigidbody.velocity=new Vector3(rigidbody.velocity.x,0.0f,0.0f);}
	}

As far as I can see, I switched all the parameters from Z to Y, but when I run it, the ship doesn’t move. Has anyone encountered something similar before? I could really use a hand.

Also, if you’re interested in looking at the whole shebang, here are both versions:

XY: Dropbox - Error - Simplify your life
XZ: Dropbox - Error - Simplify your life

Sorry if it’s too much to ask, but I could really use some help here.

Goodbye and thanks in advance!

In your project, you failed to set the min/max for X and Y in the inspector. They are all set to 0, so checkBoundary is essentially canceling everything you do.

the rotation of z-up can be fixed into y-up if you rotate the x direction by -90 degree.

so try to change all Z direction to Y direction (you already doing this)

also change the Y direction to Negative Z (this is the hardest one)