Updated project to unity 5, finalized terrain generation
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    /*
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    Writen by Windexglow 11-13-10.  Use it, edit it, steal it I don't care.  
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    Simple flycam I made, since I couldn't find any others made public.  
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    Made simple to use (drag and drop, done) for regular keyboard layout  
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    wasd : basic movement
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    shift : Makes camera accelerate
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    space : Moves camera on X and Z axis only.  So camera doesn't gain any height*/
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    var mainSpeed : float = 100.0; //regular speed
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    var shiftAdd : float = 250.0; //multiplied by how long shift is held.  Basically running
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    var maxShift : float = 1000.0; //Maximum speed when holdin gshift
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    var camSens : float = 0.25; //How sensitive it with mouse
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    private var lastMouse = Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play)
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    private var totalRun : float  = 1.0;
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    function Update () {
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        lastMouse = Input.mousePosition - lastMouse ;
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        lastMouse = Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0 );
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        lastMouse = Vector3(transform.eulerAngles.x + lastMouse.x , transform.eulerAngles.y + lastMouse.y, 0);
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        transform.eulerAngles = lastMouse;
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        lastMouse =  Input.mousePosition;
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        //Mouse  camera angle done.  
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        //Keyboard commands
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        var f : float = 0.0;
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        var p = GetBaseInput();
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        if (Input.GetKey (KeyCode.LeftShift)){
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            totalRun += Time.deltaTime;
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            p  = p * totalRun * shiftAdd;
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            p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
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            p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
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            p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
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        }
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        else{
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            totalRun = Mathf.Clamp(totalRun * 0.5, 1, 1000);
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            p = p * mainSpeed;
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        }
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        p = p * Time.deltaTime;
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        if (Input.GetKey(KeyCode.Space)){ //If player wants to move on X and Z axis only
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            f = transform.position.y;
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            transform.Translate(p);
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            transform.position.y = f;
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        }
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        else{
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            transform.Translate( p);
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        }
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    }
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    private function GetBaseInput() : Vector3 { //returns the basic values, if it's 0 than it's not active.
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        var p_Velocity : Vector3;
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        if (Input.GetKey (KeyCode.W)){
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            p_Velocity += Vector3(0, 0 , 1);
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        }
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        if (Input.GetKey (KeyCode.S)){
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            p_Velocity += Vector3(0, 0 , -1);
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        }
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        if (Input.GetKey (KeyCode.A)){
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            p_Velocity += Vector3(-1, 0 , 0);
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        }
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        if (Input.GetKey (KeyCode.D)){
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            p_Velocity += Vector3(1, 0 , 0);
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        }
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        return p_Velocity;
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    }
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