void FixedUpdate() { float XmoveHorizontal = DataConversion.GetHorizontalMove(); //float moveHorizontal = Input.GetAxis ("Horizontal"); float moveVertical = Input.GetAxis("Vertical"); // Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical); // GetComponent<Rigidbody>().velocity = movement * speed; GetComponent <Rigidbody>().position = new Vector3 ( XmoveHorizontal, 0.0f, 0.0f ); GetComponent <Rigidbody>().position = new Vector3 ( Mathf.Clamp(GetComponent <Rigidbody>().position.x, boundary.xMin, boundary.xMax), 0.0f, Mathf.Clamp(GetComponent <Rigidbody>().position.z, boundary.zMin, boundary.zMax) ); // if (((GetComponent <Rigidbody>().position.x < 0.3) && (GetComponent <Rigidbody>().position.x > -0.3)) || (GetComponent <Rigidbody>().position.x == 6) || (GetComponent <Rigidbody>().position.x == -6)) { openFire = true; } GetComponent <Rigidbody>().rotation = Quaternion.Euler(0.0f, 0.0f, GetComponent <Rigidbody>().velocity.x * -tilt); }