void BasicMovement() { Vector3 moveInputs = Vector3.zero; moveInputs.x = VirtualController.GetAxisHorizontal(); moveInputs.z = VirtualController.GetAxisVertical(); _anim.SetMoving(moveInputs.x != 0); _anim.SetFacing(moveInputs.x); if (UnlockTable.PowerActive(UnlockID.Crouch)) { _anim.SetCrouchInput(moveInputs.z < 0); } if (moveInputs.x != 0 && _rigidbody.velocity.x != 0) { _rigidbody.velocity = new Vector3(0, _rigidbody.velocity.y); } Vector3 movement = CheckMovement(moveInputs); Vector3 movepos = transform.position; movepos.x += movement.x; //movepos.z += movement.z; transform.position = movepos; }