private void Move ()
{
var MovementInputValue = Input.GetAxis (m_MovementAxisName);
Vector3 movement = transform.forward * MovementInputValue * m_Speed * Time.deltaTime;
m_Rigidbody.MovePosition(m_Rigidbody.position + movement);
}
private void Turn ()
{
var TurnInputValue = Input.GetAxis (m_TurnAxisName);
float turn = TurnInputValue * m_TurnSpeed * Time.deltaTime;
Quaternion turnRotation = Quaternion.Euler (0f, turn, 0f);
m_Rigidbody.MoveRotation (m_Rigidbody.rotation * turnRotation);
}