void Update() { if (!Input.GetKey(modify)) { //Movement if (Input.GetKey(moveUp) || Input.GetKey(moveDown)) { //tilt vertical movement.MoveVertical(); } if (Input.GetKey(moveLeft) || Input.GetKey(moveRight)) { //tilt horizontal movement.MoveHorizontal(); } if (Input.GetKeyDown(fire)) { shoot.Shoot(); } if (Input.GetKeyDown(throddleUp)) { // speed up } if (Input.GetKeyDown(throddleDown)) { // slow down } if (Input.GetKeyDown(testFunction)) { StartCoroutine(camFollow.CamShake(1f / 2, 1f / 3)); //camFollow.CamShake(10f, 1000f); } } else // MODIFIED { if (Input.GetKeyDown(throddleUp)) { // full throddle } if (Input.GetKeyDown(throddleDown)) { // zero throddle } if (Input.GetKeyDown(menu)) { // Beam Recharge } if (Input.GetKeyDown(shields)) { // Threat Display } if (Input.GetKeyDown(beamWeapon)) { // Hyperspace } //Redirect Laser if (Input.GetKeyDown(moveUp)) { //move laser right } if (Input.GetKeyDown(moveDown)) { //move laser down } if (Input.GetKeyDown(moveLeft)) { //move laser left } if (Input.GetKeyDown(moveRight)) { //move laser right } } }