var turnSpeed : float = 2; var forwardSpeed : float = 3; functionUpdate () { var forwardMoveAmount = Input.GetAxis("Vertical")*forwardSpeed; var turnAmount = Input.GetAxis("Horizontal")*turnSpeed; transform.Rotate(0,turnAmount,0); } Whats Wrong Here??
Also might want to scale turnAmount by Time.deltaTime: e.g. transform.Rotate(0,turnAmount * Time.deltaTime,0); Otherwise it's gonna be extremely fast turning/spinning. Hope this helps!