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Move forward + allow to step sideways.

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This is likely an easy one. I can see the issue but am unsure what the most efficient way to fix it would be. I am basically making an endless run type prototype. I have the player moving forward on the z axis over time and when the space bar is pressed I want the player to move a distance to the left or right, but they movement in the update is conflicting. I will include the script below. This script is attached to the player object. using UnityEngine; using System.Collections; using System; public class PlayerMove : MonoBehaviour { ////////////////////////////////////////////////////////////////////////////// // // //Variables // // // ////////////////////////////////////////////////////////////////////////////// public enum SIDE { Left, Right } static public PlayerMove instance; public float speed; private Vector3 newPos; private SIDE side; private bool mbMagDown = false; private Vector3 moveVector = new Vector3(0, 0, 1); ////////////////////////////////////////////////////////////////////////////// // // //Unity Functions // // // ////////////////////////////////////////////////////////////////////////////// void Awake() { instance = this; } void Start() { transform.position = new Vector3(-2.5f, 1.5f, 0); newPos = transform.position; side = SIDE.Left; } void Update() { // Move forward over time. transform.Translate(moveVector * speed * Time.deltaTime); if (Input.GetKeyDown(KeyCode.Space)) { if (side == SIDE.Left) { newPos = new Vector3(2.5f, transform.position.y, transform.position.z); side = SIDE.Right; } else { newPos = new Vector3(-2.5f, transform.position.y, transform.position.z); side = SIDE.Left; } } // SUPPOSED to move player to either side. transform.position = Vector3.Lerp(transform.position, newPos, Time.deltaTime * 10); } ////////////////////////////////////////////////////////////////////////////// // // //Custom Functions // // // ////////////////////////////////////////////////////////////////////////////// }

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