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transform.position over time? & mouselook rotate player?

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I am trying to make parkour in my game, I have made raycasts and everything to make it work. But I have run into a few problems. Firstly, how do I make transform.position move over time? And secondly, how do I make the Mouselook rotate the player? Because the move direction is dependent on the rotation of the Z co-ordinate on the player variable? (UnityScript for Parkour & C# for MouseLook (Unity's prefab mouselook)) Parkour Script var Player : GameObject; var Arms : GameObject; var SkyTrigger : GameObject; var HeadTrigger : GameObject; var WaistTrigger : GameObject; var VaultHeight : float = 1; var VaultLength : float = 2; var ClimbHeight : float = 2; var ClimbLength : float = 0.5; private var SkyBoole : boolean = false; private var HeadBoole : boolean = false; private var WaistBoole : boolean = false; private var ClimbEnabled : boolean = true; private var VaultEnabled : boolean = true; function Start() { Arms.animation.wrapMode = WrapMode.Loop; Arms.animation.Play("Idle"); } function Update() { var SkyRay : RaycastHit; var HeadRay : RaycastHit; var WaistRay : RaycastHit; if(Physics.Raycast(SkyTrigger.transform.position, SkyTrigger.transform.forward, SkyRay, 1)) { SkyBoole = true; } if(Physics.Raycast(HeadTrigger.transform.position, HeadTrigger.transform.forward, HeadRay, 0.25)) { HeadBoole = true; } if(Physics.Raycast(WaistTrigger.transform.position, WaistTrigger.transform.forward, WaistRay, 0.25)) { WaistBoole = true; } if(VaultEnabled) { if(WaistBoole && !HeadBoole) { ClimbEnabled = false; VaultEnabled = false; WaistBoole = false; HeadBoole = false; SkyBoole = false; Vault(); } } if(ClimbEnabled) { if(WaistBoole && HeadBoole && !SkyBoole) { ClimbEnabled = false; VaultEnabled = false; WaistBoole = false; HeadBoole = false; SkyBoole = false; Climb(); } } } function Vault() { Arms.animation.wrapMode = WrapMode.Once; ClimbEnabled = false; VaultEnabled = false; Arms.animation.CrossFade("Vault"); yield WaitForSeconds (0.5); Player.transform.position.y=transform.position.y+VaultHeight; Player.transform.localPosition.z=transform.localPosition.z+VaultLength; yield WaitForSeconds (1); Arms.animation.CrossFade("Idle"); Arms.animation.wrapMode = WrapMode.Loop; ClimbEnabled = true; VaultEnabled = true; WaistBoole = false; HeadBoole = false; SkyBoole = false; } function Climb() { Arms.animation.wrapMode = WrapMode.Once; ClimbEnabled = false; VaultEnabled = false; Arms.animation.CrossFade("Climb"); yield WaitForSeconds (1.35); Player.transform.position.y=transform.position.y+ClimbHeight; Player.transform.localPosition.z=transform.localPosition.z+ClimbLength; yield WaitForSeconds (1); Arms.animation.CrossFade("Idle"); Arms.animation.wrapMode = WrapMode.Loop; ClimbEnabled = true; VaultEnabled = true; WaistBoole = false; HeadBoole = false; SkyBoole = false; } And MouseLook is Unity's Default using UnityEngine; using System.Collections; /// MouseLook rotates the transform based on the mouse delta. /// Minimum and Maximum values can be used to constrain the possible rotation /// To make an FPS style character: /// - Create a capsule. /// - Add the MouseLook script to the capsule. /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) /// - Add FPSInputController script to the capsule /// -> A CharacterMotor and a CharacterController component will be automatically added. /// - Create a camera. Make the camera a child of the capsule. Reset it's transform. /// - Add a MouseLook script to the camera. /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLook : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityX = 15F; public float sensitivityY = 15F; public float minimumX = -360F; public float maximumX = 360F; public float minimumY = -60F; public float maximumY = 60F; float rotationY = 0F; void Update () { if (axes == RotationAxes.MouseXAndY) { float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } else if (axes == RotationAxes.MouseX) { transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); } else { rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } } void Start () { // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; } } (Sorry but I Don't understand how to format it as code, it isnt explained well)

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