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Question by coridoody · Nov 12, 2020 at 05:52 AM · jumpingfirst person controllerboost

I want to boost my FPS character in the direction my mouse/camera is pointing

I used the Brackeys FPS Controller Tutorial to make this script. and I want to make the character boost toward the mouse/camara's direction I really can't figure out how to to it.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public CharacterController controller;
 
     public Camera cam;
 
     public float speed = 12;
     public float originalSpeed;
 
     Vector3 velocity;
 
     public float gravity = -9.81f;
 
     public Transform groundCheck;
     public float groundDistance = 0.3f;
     public LayerMask groundMask;
 
     bool isGrounded;
 
     public float JumpHieghtInInGameUnits;
 
     private void Start()
     {
         
         originalSpeed = speed;
     }
     // Update is called once per frame
     void Update()
     {
         isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
 
         if (isGrounded && velocity.y < 0)
         {
             velocity.y = -2f;
         }
 
         
         float x = Input.GetAxis("Horizontal");
         float z = Input.GetAxis("Vertical");
 
         Vector3 move = transform.right * x + transform.forward * z;
 
         controller.Move(move * speed * Time.deltaTime);
 
         if (Input.GetButtonDown("Jump") && isGrounded)
         {
             velocity.y = Mathf.Sqrt(JumpHieghtInInGameUnits * -2f * gravity);
         }
 
         velocity.y += gravity * Time.deltaTime;
 
         controller.Move(velocity * Time.deltaTime);
                        
     }
     
 
 }

I'll also provide the camera look script here

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public CharacterController controller;
 
     public Camera cam;
 
     public float speed = 12;
     public float originalSpeed;
 
     Vector3 velocity;
 
     public float gravity = -9.81f;
 
     public Transform groundCheck;
     public float groundDistance = 0.3f;
     public LayerMask groundMask;
 
     bool isGrounded;
 
     public float JumpHieghtInInGameUnits;
 
     private void Start()
     {
         
         originalSpeed = speed;
     }
     // Update is called once per frame
     void Update()
     {
         isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
 
         if (isGrounded && velocity.y < 0)
         {
             velocity.y = -2f;
         }
 
         
         float x = Input.GetAxis("Horizontal");
         float z = Input.GetAxis("Vertical");
 
         Vector3 move = transform.right * x + transform.forward * z;
 
         controller.Move(move * speed * Time.deltaTime);
 
         if (Input.GetButtonDown("Jump") && isGrounded)
         {
             velocity.y = Mathf.Sqrt(JumpHieghtInInGameUnits * -2f * gravity);
         }
 
         velocity.y += gravity * Time.deltaTime;
 
         controller.Move(velocity * Time.deltaTime);
                        
     }
     
 
 }

any help would be greatly appreciated, Thanks! (:

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