// Update is called once per frame void Update() { float translation = Input.GetAxis("Vertical") * speed; float straffe = Input.GetAxis("Horizontal") * speed; // float translation = Input.GetAxis ("Vertical"); // float straffe = Input.GetAxis ("Horizontal"); // movementVec = new Vector3 (straffe, 0, translation); // movementVec = movementVec.normalized; translation *= Time.deltaTime; straffe += Time.deltaTime; positionOne = transform.position; // if (Input.GetAxis ("Vertical") > 0) { // transform.Translate (straffe / 100, 0, translation); // } // if (Input.GetAxis ("Horizontal") > 0) { // transform.Translate (straffe / 100, 0, translation); // } // if (Input.GetAxis ("Vertical") < 0) { // transform.Translate (straffe / 100, 0, translation); // } // if (Input.GetAxis ("Horizontal") < 0) { // transform.Translate (straffe / 100, 0, translation); // // } if (Input.GetAxis("Vertical") > 0) { transform.Translate(0, 0, translation); } if (Input.GetAxis("Horizontal") > 0) { transform.Translate(straffe / 50, 0, 0); } if (Input.GetAxis("Vertical") < 0) { transform.Translate(0, 0, translation); } if (Input.GetAxis("Horizontal") < 0) { transform.Translate(straffe / 50, 0, 0); } positionTwo = transform.position; if (positionOne != positionTwo && audso.sourceTwoIsPlaying() == false) { Debug.Log("play footsteps"); audso.playFootsteps(); } if (positionOne == positionTwo) { audso.stopFootsteps(); } if (Input.GetKeyDown("escape")) { Cursor.lockState = CursorLockMode.None; } }